Azumarill (Doubles)

[OVERVIEW]

Azumarill presents itself as a highly versatile attacker for teams, able to fulfill a variety of roles. It is foremost one of the best setup sweepers in the metagame thanks to its access to both Aqua Jet and Belly Drum. This alone is enough to put pressure on your opponent right from Team Preview. Its good defensive stats and plentiful resistances also aid its ability to set up and allow it to be an effective switch-in when used with Assault Vest. Water / Fairy typing is additionally great offensively, as Fairy imparts good neutral coverage and Water deals with Fire-types and many popular Steel-types. Heatran is a notable example of this, as while it ordinarily has a great matchup against Fairies, it struggles against Azumarill. Azumarill's low Speed stat is somewhat of a weakness, as foes that resist or take little damage from Aqua Jet can prove to be problematic. However, this is something that can be patched up through the use of speed control such as Trick Room. Finally, while its weaknesses are few, they do still leave it threatened by Pokemon prominent in the metagame, such as Thundurus and Amoonguss.

[SET]
name: Belly Drum
move 1: Belly Drum
move 2: Aqua Jet
move 3: Play Rough / Knock Off
move 4: Protect
item: Sitrus Berry
ability: Huge Power
nature: Adamant
evs: 228 HP / 252 Atk / 12 Def / 12 SpD / 4 Spe

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

Belly Drum maximizes Azumarill's Attack at the cost of half its HP, granting it the potential to sweep through the opposing team. Aqua Jet provides the set with a priority STAB move that, while initially weak, can OHKO foes after a Belly Drum boost before they can move. It's worth noting that at +6 it still falls short of OHKOing particularly bulky foes like Mega Kangaskhan and bulky Thundurus, though. That's where Play Rough comes in. It provides a secondary STAB move capable of OHKOing the majority of foes that would not be OHKOed by Aqua Jet. Knock Off is an alternative that prevents Azumarill from being walled by foes like Amoonguss and Ferrothorn. However, using Knock Off significantly hampers Azumarill's ability to offensively check certain Dark-types such as Hydreigon and Scrafty. Further, it weakens Azumarill's matchup against Mega Salamence, which is otherwise able to OHKO Azumarill even without a boost. Protect shields Azumarill for a turn, allowing a partner to KO a threat to Azumarill or switch to improve positioning.

Set Details
========

Sitrus Berry is an important component to the set, recovering 25% of Azumarill's HP after Belly Drum is used, allowing it to remain reasonably healthy even after setting up. Huge Power pushes Azumarill's Attack stat from subpar to excellent and is required in order to put on offensive pressure. An Adamant nature and 252 Attack EVs are used in order to maximize Azumarill's damage output. Removing any Attack EVs is not recommended, as Huge Power means that Azumarill will lose double the number of stat points compared to other Pokemon. While the bulk EVs may appear complex, they're merely the most efficient distribution of overall bulk possible. With that said, they do notably make Azumarill's HP a multiple of both 4 and 2, which is important for Sitrus Berry. The former makes Sitrus Berry's recovery a greater percentage of Azumarill's total health, and the latter ensures that Sitrus Berry will activate after Belly Drum is used from full health. You may opt to take EVs out of bulk and place them into Speed in order to outpace certain threats after the use of a teammate's speed control move. For example, 92 Speed EVs allow Azumarill to outrun -1 neutral-natured base 70 Speed Pokemon like Breloom, while 12 Speed EVs let it outpace -1 Rotom-A. If Azumarill is used on a Trick Room team, then drop the Speed EVs and use a Brave nature with 0 Speed IVs.

Usage Tips
========

Azumarill most often finds the opportunity to set up late-game alongside a redirector or Fake Out user, after the opponent's Electric- and Grass-type Pokemon have been KOed. However, if the opposing team is not particularly threatening to Azumarill, simply leading with it may be the optimal choice; this presents an easy way to get Azumarill onto the field safely and with the proper support. Try to avoid switching Azumarill into damaging moves in order to preserve its HP for setting up with Belly Drum. This means you'll often want to switch Azumarill in after a teammate has been KOed. As for which foes are ideal to start setting up on, Fighting-types and more defensive foes such as Cresselia make prime candidates. Should you feel setting up to be a daunting task but still need Azumarill's coverage, it's still possible to just play Azumarill as a bulky attacker with Sitrus Berry. In that scenario, Play Rough will generally be the superior move choice, as an unboosted Aqua Jet often struggles to do much damage.

Team Options
========

A redirection or Fake Out user is essential to grant Azumarill the opportunity to set up. Rage Powder Amoonguss is generally the best choice for redirection, as it resists the Electric- and Grass-type attacks Azumarill is weak to. Alternatives such as Rage Powder Volcarona, which resists Grass, might also be fine depending on your team composition. Fake Out users such as Mega Kangaskhan, Raichu, and Weavile can also protect Azumarill by immobilizing a problematic foe for a turn, which may be all Azumarill needs to set up. Mega Kangaskhan enjoys being defended against Fighting-types by Azumarill's Fairy typing, Raichu can protect Azumarill against Electric-type moves thanks to its Lightning Rod ability, and Weavile does a great job at eliminating the Grass-types that threaten Azumarill. Other allies that can beat the Grass-types that often wall Azumarill, particularly when you're not using Knock Off, are highly desirable. Fire-types such as Heatran, Arcanine, and Mega Charizard Y can hit them hard with their super effective STAB moves. Mega Charizard Y is interesting in that although Drought weakens Aqua Jet, it otherwise threatens Grass-types the most out of the aforementioned three. Flying-types such as Mega Salamence and Talonflame likewise prove effective at eliminating Grass-types. For dealing with the Electric-types that also threaten Azumarill, Ground-types such as Landorus-T, Excadrill, and Mamoswine make great choices. Mamoswine is particularly notable, as its Ice typing further allows it to hit Grass-types hard. Bear in mind, though, that most Ground-types will still struggle against Rotom-W thanks to its Ground immunity and STAB Hydro Pump.

[SET]
name: Assault Vest
move 1: Play Rough
move 2: Waterfall
move 3: Aqua Jet
move 4: Knock Off / Superpower
item: Assault Vest
ability: Huge Power
nature: Adamant
evs: 228 HP / 252 Atk / 28 Def

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

Play Rough is Azumarill's strongest physical STAB move at 90 Base Power, although its 90% accuracy leaves something to be desired. However, this set also features Waterfall, which grants Azumarill a 100% accurate STAB move to use in situations where the additional power of Play Rough is unneeded to achieve a KO. A Water-type attack also threatens many of the foes that resist Fairy such as Fire-types and some Steel-types such as Heatran. Aqua Jet, while weaker than Waterfall, is useful for picking off weakened foes because of its priority. Knock Off deals good damage to foes such as Aegislash and Cresselia, which take little from Azumarill's other attacks, and has utility in removing items. Superpower's high Base Power allows it to OHKO foes like 4 HP Mega Kangaskhan at the cost of dropping two of Azumarill's best stats in Attack and Defense. It also provides coverage for foes like Ferrothorn, which although not OHKOed by the move, take significant damage from it.

Set Details
========

Assault Vest allows Azumarill to more easily switch into special attacks by granting it a 50% boost to Special Defense. Huge Power is an easy ability choice, as doubling Azumarill's Attack stat grants a huge increase to its damage output. An Adamant nature and 252 Attack EVs are used to allow Azumarill to hit as hard as possible. It's not recommended to take any EVs out of Attack, as Huge Power means that each stat point is worth double what it normally is. The remaining EVs are invested mostly in HP to improve overall bulk, moving just enough to Defense for Azumarill to survive a Double-Edge from Jolly Mega Kangaskhan. If you don't mind sacrificing bulk, Azumarill's Speed EVs can be increased to allow it to outpace certain foes after speed control. For example, 92 Speed EVs allow Azumarill to outrun -1 neutral-natured base 70 Speed Pokemon like Breloom, and 12 Speed EVs allow Azumarill to outpace -1 Rotom-A. Do bear in mind that you'll want to avoid giving up too much bulk, since being bulky is the whole point of the set.

Usage Tips
========

This set functions as a reliable switch-in against special attackers that threaten Azumarill's allies and deals immediate damage to them in return. For this reason, it should preferably start by being off the field and ready to switch in, rather than be a lead. Since this Azumarill set is the one most debilitated by Intimidate, doing so also helps it avoid the associated Attack drop. Further, it improves the chances of Azumarill picking off weakened foes in the late-game with Aqua Jet. Although lacking STAB, Knock Off will often find itself an excellent choice of move, as the majority of switch-ins to Azumarill's attacks don't appreciate losing their items. Don't be too afraid to take on special attackers that Azumarill has a type disadvantage against. For example, this Azumarill can beat many Thundurus and Gengar one-on-one with the combination of a strong attack followed up by an Aqua Jet. An exception would be against Scald users, as the high chance to burn means Azumarill could potentially be crippled for the remainder of the match.

Team Options
========

Azumarill has a hard time dealing with Grass-types, so partners that can handle them are recommended. Fire-types such as Heatran, Arcanine, and Volcarona make good options, particularly when equipped with Safety Goggles to put a stop to the popular Amoonguss. Arcanine is especially notable out of the three, as its Intimidate rounds out Azumarill's defenses by weakening both foes' Attack stats. Volcarona also has access to both Rage Powder and Tailwind as a means of supporting Azumarill. Mega Charizard Y joins the aforementioned Fire-types, although you should bear in mind that Drought weakens Azumarill's Water-type attacks. Flying-types such as Mega Salamence, Talonflame, and Togekiss are just as able to beat Grass-types. All three of the aforementioned are also able to provide Tailwind support to help Azumarill outpace much of its otherwise quicker competition. A final option for dealing with Grass-types is Ice-types such as Weavile, Abomasnow, and Mamoswine, which deal heavy damage to them with their various STAB moves. Mamoswine also joins other Ground-types such as Landorus-T, Excadrill, and Garchomp in being able to check the Electric-types that likewise threaten Azumarill. Landorus-T is notably akin to Arcanine in its ability to provide Intimidate support. Grass- and Electric-types of your own such as Amoonguss and Thundurus may moreover prove valuable for their ability to power through Water-types, which Azumarill might otherwise struggle against offensively. Thundurus additionally provides speed control in the form of Thunder Wave, and Amoonguss can redirect otherwise super effective Electric- and Grass-type attacks aimed at Azumarill with Rage Powder.

[SET]
name: Choice Band
move 1: Aqua Jet
move 2: Play Rough
move 3: Waterfall
move 4: Superpower
item: Choice Band
ability: Huge Power
nature: Adamant
evs: 228 HP / 252 Atk / 28 Def

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

Aqua Jet provides Azumarill with a priority STAB move that is reasonably powerful thanks to the boost from Choice Band. When priority is unneeded, Play Rough pulls through as Azumarill's hardest-hitting STAB move. All three of the types Play Rough hits super effectively are common in the Battle Spot Doubles metagame, making it particularly compelling. Waterfall serves as both a harder-hitting alternative to Aqua Jet and a more consistent backup to the 90% accurate Play Rough. Superpower's high Base Power allows it to OHKO the majority of foes that are hit super effectively by it. Knock Off is an alternative should you need the Dark-type coverage to power through foes such as Aegislash and Cresselia, but being locked into it isn't great, as it loses potency after the first hit.

Set Details
========

Choice Band boosts Azumarill's Attack stat by 50%, granting it a substantial increase in damage output. Huge Power is one of the best abilities in the game, as it doubles the user's Attack stat, making it an essential component to an Azumarill set aiming to be as immediately threatening as possible. An Adamant nature and 252 Attack EVs are similarly used to augment Azumarill's damage output. Removing any Attack EVs is not recommended, as they're indispensable to the set's goal, and Huge Power means that the associated stat drop is double that of normal. The remaining investment improves overall bulk as much as possible while ensuring that Jolly Mega Kangaskhan cannot OHKO Azumarill with Double-Edge. If Azumarill is used alongside speed control such as Icy Wind, Speed investment can be increased to better take advantage of it. For example, 92 Speed EVs allow Azumarill to outpace -1 neutral-natured base 70 Speed Pokemon such as Breloom. 12 Speed EVs are also an option to outrun -1 uninvested Rotom-A. If Azumarill is used on a team featuring Trick Room, you may opt for a Brave nature and 0 Speed IVs instead in order to move sooner when under its effect.

Usage Tips
========

In comparison to Azumarill's other options, this set has the greatest amount of power for immediate pressure. Try to bring Azumarill out in the mid- to late-game when an allied Pokemon's speed control has taken effect. Even without speed control, this increases the chance that Azumarill can KO weakened foes with Aqua Jet. An alternative approach is to lead with Azumarill with the intent of bluffing the Belly Drum set, with the ideal scenario being that a foe attempts to use a move like Taunt and must take a powerful boosted attack in return. Be mindful of making the right prediction, as being locked into an ineffectual move is an easy way to force Choice Band Azumarill out. This is especially the case when using Superpower, as the stat drops incurred by the move further punish a good switch from your opponent.

Team Options
========

Partners that deal with Grass-types are a great starting point when picking teammates for Azumarill, as they're highly problematic for it. Fire-types such as Heatran, Arcanine, and Volcarona can accomplish this, particularly when equipped with Safety Goggles to thwart powder moves such as Spore. Volcarona is a distinctly good partner, as it can support Azumarill with moves such as Tailwind and Rage Powder. Mega Charizard Y is another Fire-type that threatens Grass-types, but be aware that Drought weakens Azumarill's Water-type attacks. Flying-types such as Mega Salamence, Talonflame, and Staraptor are options proficient at handling Grass-types. All three are additionally able to use Tailwind to patch up Azumarill's otherwise mediocre Speed stat. Alternatively, Ice-types such as Weavile, Abomasnow, and Mamoswine can deal with Grass-types using their own super effective STAB moves. Mamoswine, like other Ground-types such as Landorus-T, Excadrill, and Garchomp, moreover provides the benefit of checking Electric-types for Azumarill. Electric- and Grass-type partners such as Thundurus and Amoonguss are also advised in order to deal with Water-types, which Azumarill might otherwise struggle against offensively. Thundurus's ability to provide speed control in Thunder Wave makes it especially useful, while Amoonguss's Rage Powder can defend Azumarill against the Electric- and Grass-type attacks it's weak to.

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

Return can be used over Play Rough on the Belly Drum set, following a similar line of reasoning to that of Knock Off, where hitting both Water- and Fairy-resistant foes such as Amoonguss neutrally is desirable. Aqua Tail can be used over Waterfall on the latter two sets if you'd prefer additional power, but Azumarill already has an equally powerful STAB move in Play Rough, and trading away the option for a more accurate STAB move is generally unwise. Ice Punch is a decent option on the Assault Vest set to sometimes OHKO Landorus-T after Intimidate, as well as to deal decent damage to Grass-types such as Amoonguss. Sitrus Berry with three attacking moves and Protect can be used as a bulky alternative to Assault Vest, but it's mostly outclassed by it. Lum Berry is another option on a three attacks set to help Azumarill deal with status such as burn, although it's usually better to prevent status with team support and not have to sacrifice an item. The final option on such a set is Life Orb, which would grant Azumarill some of the immediate power of Choice Band while retaining the ability to switch moves. However, sacrificing HP with every attack cuts into Azumarill's otherwise great bulk, which is one of its selling points. If you're feeling adventurous, a set of Perish Song, Dive, Light Screen, and Protect can be used to assist PerishTrap teams in picking up KOs. Sap Sipper, Sitrus Berry, and EVs of 252 HP / 108 Def / 148 SpD are recommended for this should you wish to try it.

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

**Electric-type Pokemon**: While Electric-types can struggle to safely switch into Azumarill's attacks, they're often the most effective at eliminating it. Bulky Thundurus can either put Azumarill into a HP range where it can't use Belly Drum even after Sitrus Berry recovery with Thunderbolt or use Taunt to prevent its use directly. Offensive Thundurus can outright OHKO Azumarill even without a boosting item. It also makes an excellent Safety Goggles user, allowing it to bypass Azumarill's common partner, Amoonguss. Zapdos sports an equally high base Special Attack, and its superior defensive stats allow it to take Azumarill's attacks better. Rotom-W resists Azumarill's Water-type attacks thanks to its own Water typing and retaliates hard with its Electric-type STAB moves.

**Grass-type Pokemon**: Grass-types have a solid matchup against Azumarill thanks to their resistance to Water and ability to hit Azumarill super effectively with their STAB moves. Further, they ignore powder moves such as Rage Powder, allowing them to bypass its redirection. Amoonguss's Poison typing causes it to resist Fairy in addition to Water, allowing it to tank Azumarill's attacks with relative ease. It's worth noting, though, that Azumarill's Belly Drum set can still threaten an OHKO at +6 when using Knock Off, so it's potentially not an entirely one-sided matchup. Ferrothorn's Steel typing likewise enables it to resist Fairy-type attacks and it can threaten Azumarill with a strong Power Whip. Ludicolo, while taking significant damage from Play Rough, 4x resists Water and deals good damage with Giga Drain. Its access to Scald also makes Azumarill more difficult to switch in, as it risks a 30% chance of burn.

**Mega Charizard Y**: Mega Charizard Y's Drought weakens Azumarill's Water-type attacks, improving its team's matchup against it significantly, and enables the immediate use of Solar Beam to threaten Azumarill. It does have to be fairly bulky to have a chance at surviving a +6 Aqua Jet itself, though, given its weakness to Water.

**Talonflame**: Talonflame's Gale Wings ability allows it to move before Azumarill's Aqua Jet thanks to its higher Speed stat, and its access to Quick Guard means it's capable of blocking Aqua Jet's use entirely. When holding a Choice Band, it also has an excellent chance to OHKO an Azumarill that reduced its health with Belly Drum.

**Intimidate and Burn**: As Azumarill is a physical attacker, any means of reducing its Attack stat will hinder it significantly. Intimidate users such as Salamence and Mawile lower Azumarill's Attack stat by one stage when they switch in. Note that the Belly Drum set is less affected by this, as it raises Azumarill's Attack to +6 regardless of the drop. Burns from Will-O-Wisp users such as Rotom-W, Talonflame, and Gengar halve Azumarill's Attack stat and inflict chip damage equivalent to 1/8 of maximum HP, which helps impede Azumarill's otherwise good longevity.
 
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Good luck Carbonific! One of the first thoughts that comes to mind is that Follow Me + stat boost archetype. I have used it relatively frequently, and it gives some good results =).
 
Last edited:
Good luck Carbonific! One of the first thoughts that comes to mind is that Follow Me + stat boost archetype. I have use it relatively frequently, and it gives some good results =).
Don't worry, redirection is going to be the first mention for Team Options on the Belly Drum set, as either that or Fake Out are essentially required in order to gain the opportunity to setup safely.

Speaking more generally, as an update on this analysis: I have made progress, it's just been in Word. I got a new seasonal job recently so I haven't had much time to flesh it out into a state ready for QC. I have the day off tomorrow though, so I'm going to be doing my best then to get this looking reasonable.
 
Ok, I think it's about time this was moved out of WIP and into QC! On the plus side, the extra time it took means that while I wasn't originally going to add the Choice Band set, I've now decided to add it in after getting some more experience with it.
 

Demantoid

APMS Founder
is a Top Tiering Contributor
Comments in bold
[OVERVIEW]

  • Its typing is excellent, as Fairy is good neutral coverage and Water deals with Fire- and some Steel-types. I would say some specific pokemon like Heatran and stuff
  • The combination of both Aqua Jet and Belly Drum is what makes Azumarill a great and unique setup sweeper. I would mention how this pressures opponents at the team preview
  • In terms of both stats and its plentiful resistances, Azumarill is fairly bulky, making it easy to set up.
    • These factors also serve as an effective compliment to the one of its better options: the Assault Vest.
  • Azumarill's versatility is one of its strong points, as it can fulfill a variety of roles when its typing is needed.
  • Its low Speed stat means it struggles against foes that resist, or otherwise take little damage from, Aqua Jet.
    • This is, however, something that can be patched up through the use of speed control such as Trick Room.
  • Its weaknesses leave it threatened by prominent metagame threats such as Thundurus and Amoonguss.

[SET]
name: Belly Drum
move 1: Belly Drum
move 2: Aqua Jet
move 3: Play Rough / Knock Off I would personally slash Knock Off first but you cam see what the other qc members say
move 4: Protect
item: Sitrus Berry
ability: Huge Power
nature: Adamant
evs: 228 HP / 252 Atk / 12 Def / 12 SpD / 4 Spe

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

  • Belly Drum cuts Azumarill's HP in half and boosts its Attack by six stages, allowing it to sweep through teams.
  • Aqua Jet provides STAB priority which, while initially weak, can OHKO foes before they move after boosting.
  • Play Rough is a secondary STAB capable of OHKOing most foes which would not be OHKOed by Aqua Jet.
  • Knock Off is an alternative that prevents Azumarill from being walled by foes such as Amoonguss and Ferrothorn.
    • However, you lose the ability to check certain Dark-types such as Hydreigon and Scrafty. Since Azu still checks these I would change it to offensively check or something, also mention weaker matchup to Megamence
  • Protect shields Azumarill for a turn, allowing a partner to KO a threat or switch to improve positioning.

Set Details
========

  • Sitrus Berry recovers 25% of Azumarill's health after Belly Drum is used, allowing it to remain reasonably healthy.
  • Huge Power pushes Azumarill's Attack stat from terrible to excellent and is required to put on offensive pressure.
  • An Adamant nature and 252 Attack EVs are used in order to maximise Azumarill's damage output.
    • Removing Attack EVs is discouraged as Huge Power means that you lose double the amount of stat points.
  • While the bulk EVs may appear complex, they're merely the most efficient distribution of overall bulk possible.
    • However, they notably provide a 4n and 2n number of HP which is important for Sitrus Berry recovery. Specifically mention having an even number of HP to activate sitrus after bd
  • You may opt to increase the number of Speed EVs in order to outpace certain threats after speed control.
    • For example, the use of 12 Speed EVs allow Azumarill to outspeed uninvested Rotom-A after an Icy Wind.

Usage Tips
========

  • Aims to be brought out late-game alongside a redirector after Electric- and Grass-types have been KOed.
    • However, If the opposing team is not particularly threatening to Azumarill, then leading it may be beneficial.
      • This presents an easy way to get Azumarill onto the field safely with the proper support to set up.
  • Try to avoid switching Azumarill into damaging attacks in order to preserve its HP for setting up with Belly Drum.
    • This often makes switching Azumarill in after a teammate has been KOed the recommended option.
  • Fighting-types and more defensive foes such as Cresselia make ideal targets to start setting up on.
  • It's not always necessary to setup; sometimes playing Azumarill as a bulky attacker with Sitrus Berry is fine. Probably say how Play Rough is generally superior when doing this

Team Options
========

  • Some form of redirection or a Fake Out user is strongly advised to grant Azumarill the opportunity to setup.
    • Rage Powder Amoonguss resists Electric and Grass and is therefore generally the best redirector available.
      • However, alternatives such as Volcarona, who resists Grass, can also be fine depending on the team.
    • Fake Out users such as Mega Kangaskhan, Raichu, and Weavile can flinch a problematic foe for a turn.
      • Mega Kangaskhan enjoys being defended by the fact that Azumarill can deal with Fighting-type foes.
      • Raichu can protect Azumarill against Electric-type moves thanks to its Lightningrod ability.
      • The Ice-type Weavile does as good a job threatening Grass-types as it does dishing out fast Fake Out.
  • Allies that can beat the Grass-types that often wall Azumarill, particularly when not using Knock Off, are great.
    • Fire-types such as Heatran, Arcanine, and Charizard hit them hard with their super effective STAB moves.
      • While Charizard and Azumarill can eliminate each other's threats, Drought weakens Aqua Jet.
    • Flying-types such as Mega Salamence and Talonflame are effective at eliminating Grass-types form the field.
  • Ground-types such as Landorus-T, Excadrill, and Mamoswine beat Electric-types who often hit Azumarill hard.
    • Mamoswine, as an Ice-type, also has the advantage of hitting Grass-types hard.
    • They're also easily able to switch into Electric-type attacks that threaten it thanks to their immunity. Note that they still struggle with Rotom-W
Somewhere I would say notable pokemon that Aqua Jet doesn't kill or is a roll on like Mega Kang and Bulky Thundurus

[SET]
name: Assault Vest
move 1: Aqua Jet
move 2: Play Rough
move 3: Waterfall
move 4: Knock Off / Superpower
item: Assault Vest
ability: Huge Power
nature: Adamant
evs: 228 HP / 252 Atk / 28 Def

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

  • Aqua Jet, while weaker than Waterfall, is a priority attack, and is therefore useful for picking off weakened foes.
  • Play Rough is Azumarill's strongest STAB move at 90 BP, although it only has 90% accuracy.
  • Waterfall is a reliable STAB Water-type move, notably seeing use in situations where accuracy is preferred.
  • Knock Off deals good damage to foes such as Aegislash and Cresselia, and has utility in removing items.
  • Superpower's high base power allows it to OHKO foes like 4 HP Mega Kangaskhan, at the cost of dropping stats. Provides coverage for Ferrothorn

Set Details
========

  • Assault Vest allows Azumarill to switch more easily into attacks by granting a 50% boost to Special Defense.
  • Huge Power is essential, as doubling Azumarill's Attack stat provides a massive increase to its damage output.
  • An Adamant nature and 252 Attack EVs are used to allow Azumarill to hit as hard as possible.
    • It's not recommended to take EVs out of Attack, as Huge Power means that each stat point is worth double.
  • Defensively, the EVs allow Azumarill to survive a Double-Edge from Jolly Mega Kangaskhan.
  • If you don't mind sacrificing bulk, Azumarill's Speed EVs can be increased to allow it to outpace certain foes.
    • For example, adding 12 Speed EVs allows Azumarill to outspeed uninvested Rotom-A after an Icy Wind.

Usage Tips
========

  • This Azumarill functions as a reliable switch-in to attacks from special attackers that threaten Azumarill's allies.
    • For the above reason, Azumarill should preferably be brought in the back, rather than as a lead
      • Since this Azumarill is most affected by Intimidate, doing this also helps it avoid those drops.
  • Though lacking STAB, Knock Off will often be a good choice, as many switch-ins don't appreciate losing items.
  • Don't be too afraid to take on special attackers when needed, even if they hit Azumarill super effectively.
    • For example, this Azumarill can beat many Thundurus and Gengar 1-on-1 with a combination of attacks.
    • An exception would be against Scald users, as the high chance to burn means Azumarill could be crippled.

Team Options
========

  • Ground-types such as Landorus-T, Excadrill, and Garchomp are able to beat threatening Electric-types.
    • Landorus-T is a particularly good ally, as Intimidate patches up Azumarill's comparatively weaker Defense.
  • Fire-types such as Heatran, Arcanine, and Volcarona are adept at countering Grass-types.
    • This is especially the case if equipped with Safety Goggles to counter the popular Amoonguss.
    • Like Landorus-T, Arcanine is also able to provide Intimidate to compliment Azumarill's Assault Vest.
    • Mega Charizard Y joins the aforementioned Fire-types, though Drought weakens Water-type attacks.
  • Flying-types such as Mega Salamence, Talonflame, and Togekiss are equally able to beat Grass-types.
    • All three of the above are also able to provide Tailwind to help Azumarill outpace its competition.
  • Ice-types such as Weavile, Abomasnow, and Mamoswine are another option for dealing with Grass-types.
  • Thundurus can help Azumarill power through Water-types and can slow down foes for it with Thunder Wave.

[SET]
name: Choice Band
move 1: Aqua Jet
move 2: Play Rough
move 3: Waterfall
move 4: Superpower
item: Choice Band
ability: Huge Power
nature: Adamant
evs: 228 HP / 252 Atk / 28 Def

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

  • Aqua Jet provides Azumarill a priority move that is reasonably powerful thanks to the boost from Choice Band.
  • Play Rough is Azumarill's hardest hitting STAB and hits common types in the metagame super effectively.
  • Waterfall serves as both a harder hitting alternative to Aqua Jet and a more accurate substitute to Play Rough.
  • Superpower's massive base power allows it to OHKO the majority of foes that are hit super effectively by it.
    • Knock Off remains an alternative should you need the coverage, but being locked into it isn't great.

Set Details
========

  • Choice Band boosts Azumarill's Attack stat by 50%, granting Azumarill a substantial increase in damage output.
  • Huge Power is mandatory given that it's one of the best abilities in the game; doubling Azumarill's Attack stat.
  • An Adamant nature and 252 Attack EVs are similarly used to increase Azumarill's damage as much as possible.
  • 228 HP and 28 Def EVs are used to allow Azumarill to survive a Double-Edge from Jolly Mega Kangaskhan.
  • If used on a Trick Room team, you may opt for a Brave nature and 0 Speed IVs to move sooner under it.

Usage Tips
========

  • In comparison to Azumarill's other options, this set has the greatest amount of power for immediate pressure.
  • Try to bring Azumarill out in the mid to late-game when an alllied Pokemon's speed control has taken effect.
    • Even without speed control, this increases the chance Azumarill can KO weakened foes with Aqua Jet.
    • With the above in mind, leading with Azumarill can still be an effective way to bluff the Belly Drum set.
      • This is ideal if the foe attempts to Taunt Azumarill and receives a boosted attack in return.
  • Be extra mindful of making the right prediction, as being locked into a poor move can force Azumarill out.
    • This is especially the case when using Superpower, as the drops further punish a good switch.

Team Options
========

  • Ground-types such as Landorus-T, Excadrill, and Garchomp compliment Azumarill for checking Electric-types.
  • Teammates that deal with Grass-types are useful as they hit Azumarill super effectively and ignore Rage Powder.
    • Fire-types such as Heatran, Arcanine, and Volcarona are useful for checking opposing Grass-types.
      • They're even better switch-ins with Safety Goggles, as they're then immune to Spore and Sleep Powder.
      • Mega Charizard Y is good against Azumarill's checks, but be aware that Drought will weaken Aqua Jet.
    • Flying-types such as Mega Salamence, Talonflame, and Staraptor are equally able to check Grass-types.
      • In addition, they're often able to use Tailwind as a form of speed control to improve Azumarill's Speed.
    • Ice-types such as Weavile, Abomasnow, and Mamoswine are another option to deal with Grass-types.
  • Other forms of speed control, such as Thunder Wave from user such as Thundurus can equally prove effective.

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

  • A set of Perish Song, Scald, Light Screen, and Protect can be used to assist Perish Song teams in getting KOs. Dive is usually used to stall for a turn on this set
    • Sap Sipper, a Sitrus Berry or Leftovers, and EVs of 252 HP / 108 Def / 148 SpD are recommended for this.
  • Return can be used over Play Rough or Knock Off on the Belly Drum set to hit Water resistant foes neutrally.
  • Aqua Tail trades Waterfall's accuracy for more power, though this lack of accuracy makes it inconsistent.
  • Sitrus Berry with three attacking moves and Protect can be used as a bulky alternative to Assault Vest.
  • Lum Berry is another option on a three attacks set to help Azumarill deal with status such as burn.
  • Life Orb grants Azumarill more immediate power, but sacrificing HP with every attack ruins Azumarill's bulk.
  • I would put Ice Punch here as an option on the AV set to sometimes OHKO Lando at -1 and hit Amoonguss for good damage

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

**Electric-type Pokemon**: Electric-types are able to hit Azumarill super effectively with their STAB moves.
  • Thundurus, even without a boosting item, can threaten an immediate OHKO on Azumarill with Thunderbolt.
    • It also makes an excellent Safety Goggles user, allowing it to bypass Azumarill's common partner Amoonguss.
  • Zapdos sports an equally high Special Attack, and its better defensive stats allow it to take attacks better.
  • Rotom-W resists Azumarill's Water-type attacks thanks to its own Water-typing and deals good damage.
**Grass-type Pokemon**: Grass-types resist Water, have super effective STABs, and ignore Rage Powder.
  • Amoonguss's Posion typing lets it resist Fairy in addition to Water, and can tank hits from Azumarill with ease.
  • Ferrothorn's Steel typing equally lets it resist Fairy and it can threaten Azumarill with an OHKO from Power Whip.
  • Ludicolo, while taking a lot from Play Rough, 4x resists Water and deals good damage with Giga Drain.
    • Its access to Scald also makes Azumarill more difficult to switch-in, as it risks a 30% chance of burn.
**Mega Charizard Y**:
  • Drought weakens Azumarill's Water-type moves and allows immediate use of Solar Beam to threaten Azumarill.
  • Mention that it has to be fairly bulky to have a chance at surviving +6 Aqua Jet
**Intimidate and Burn**: As Azumarill is almost exclusively a physical attacker, reducing its Attack stat hinders it.
  • Intimidate users such as Salamence and Mawile lower Azumarill's Attack stat by one stage when switched in.
  • Belly Drum still goes to +6 even after Intimidate
  • Burn from Will-O-Wisp users such as Rotom-W, Talonflame, and Gengar half Azumarill's Attack stat.
    • It also inflicts chip damage equivalent to 1/8 HP, which impairs Azumarill's otherwise good longevity.
Consider putting Talonflame since its band set will usually OHKO after BD and Sitrus and Quick Guard can block Aqua Jet
Looks pretty good to me after this

QC 1/3 after this is implemented
 
Implemented everything except switching Play Rough and Knock Off on the Belly Drum set. I still think Play Rough is generally the superior option, but I'm interested to hear what other QC members might say as well.

Thanks for the check!
 

Psynergy

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Battle Stadium Head
Figured I'd get to this now while I'm still in an "analysis" mode after doing Serebii stuff today. As mentioned before I think we can move this on after 2 checks since I'm pretty sure that's how we did it before.

[SET]
name: Belly Drum
move 1: Belly Drum
move 2: Aqua Jet
move 3: Play Rough / Knock Off
move 4: Protect
item: Sitrus Berry
ability: Huge Power
nature: Adamant
evs: 228 HP / 252 Atk / 12 Def / 12 SpD / 4 Spe

[SET COMMENTS]
Set Details
========
  • However, they notably provide a 4n and 2n number of HP which is important for Sitrus Berry recovery. I feel like these points might go over people's head a bit, maybe express this without the technical 4n and 2n stuff.

[SET]
name: Assault Vest
move 1: Aqua Jet
move 2: Play Rough
move 3: Waterfall
move 4: Knock Off / Superpower
item: Assault Vest
ability: Huge Power
nature: Adamant
evs: 228 HP / 252 Atk / 28 Def

[SET COMMENTS]
Set Details
========
  • If you don't mind sacrificing bulk, Azumarill's Speed EVs can be increased to allow it to outpace certain foes. I'd say it's especially important on this set to note that you should avoid giving up too much bulk since being a tanky attacker is the big point of this set.
    • For example, adding 12 Speed EVs allows Azumarill to outspeed uninvested Rotom-A after an Icy Wind.

[SET]
name: Choice Band
move 1: Aqua Jet
move 2: Play Rough
move 3: Waterfall
move 4: Superpower
item: Choice Band
ability: Huge Power
nature: Adamant
evs: 228 HP / 252 Atk / 28 Def

[SET COMMENTS]

No real comments on this set, pretty straightforward at this point.

[STRATEGY COMMENTS]
Checks and Counters
===================
**Grass-type Pokemon**: Grass-types resist Water, have super effective STABs, and ignore Rage Powder.
  • Amoonguss's Posion typing lets it resist Fairy in addition to Water, and can tank hits from Azumarill with ease. Mention that it loses to BD Knock Off ones it needs to be careful around those.
Really not much to say so I definitely don't think we need to wait for another check on this at this point, may as well get this done. If you want to wait and see if Theorymon wants to check this that works, but otherwise

2/2 imo
 
For the record, Theorymon on requiring 2 checks for BSD analyses:
Theorymon said:
That's fine with me. I fact I thought bsd qc was supposed to Be like that.
Also implemented Psynergy's check. Thanks! Will start the write-up tomorrow, most likely.
 
AMCHECK
remove add comments

[OVERVIEW]

Azumarill presents itself as a highly versatile attacker for teams, able to fulfil fulfill (Smogon uses American English) a variety of roles. It is foremost one of the best setup sweepers in the metagame thanks to its access to both Aqua Jet and Belly Drum. This alone is enough to put pressure on your opponent right from Team Preview. Its good defensive stats and plentiful resistances also aid its ability to set(space)up and, (comma) further, allow it to be an effective switch-in when used with Assault Vest. Its typing is a boon as well, granting it copious resistances which likewise increase the opportunities it has to switch-in. (This was pretty much said by the previous sentence) Water / Fairy is additionally great offensively, as Fairy imparts good neutral coverage and Water deals with Fire-types and many popular Steel-types. Heatran is a notable example of this, as while it ordinarily has a great matchup against Fairies, it struggles against Azumarill. Its Azumarill's (Heatran was "it" last sentence, so I think it should be clarified) low Speed stat is somewhat of a weakness, as it means that foes which that resist or take little damage from Aqua Jet can prove problematic. Though However (you CAN start a sentence with "though", but it's not the right word to use here), this is something that can be patched up through the use of speed control such as Trick Room. Finally, while its weaknesses are few, they do still leave it threatened by Pokemon prominent in the metagame such as Thundurus and Amoonguss.

[SET]
name: Belly Drum
move 1: Belly Drum
move 2: Aqua Jet
move 3: Play Rough / Knock Off
move 4: Protect
item: Sitrus Berry
ability: Huge Power
nature: Adamant
evs: 228 HP / 252 Atk / 12 Def / 12 SpD / 4 Spe

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

Belly Drum maximizes Azumarill's Attack stage at the cost of half its HP, granting it the potential to sweep through the opposing team. Aqua Jet provides the set with STAB priority, (comma) which, (comma) while initially weak, can OHKO foes after boosting with Belly Drum before they can move after boosting. It's worth noting that at +6 it still falls short of OHKOing particularly bulky foes like Mega Kangaskhan or bulky Thundurus, though. That's where Play Rough comes in. It provides a secondary STAB move capable of OHKOing the majority of foes which that would not be OHKOed by Aqua Jet. Knock Off is an alternative that prevents Azumarill from being walled by foes like Amoonguss and Ferrothorn. However, using Knock Off significantly hampers Azumarill's ability to offensively check certain Dark-types such as Hydreigon and Scrafty. Further, it weakens Azumarill's matchup against Mega Salamence, which is otherwise able to be OHKOed, (comma) even without a boost. Protect shields Azumarill for a turn, allowing a partner to KO a threat to Azumarill or switch to improve positioning.

Set Details
========

Sitrus Berry is an important component to the set, recovering 25% of Azumarill's HP after Belly Drum is used, allowing it to remain reasonably healthy even after setting up. Huge Power is incredible, pushing Azumarill's Attack stat from subpar to excellent, and is required in order to put on offensive pressure. An Adamant nature and 252 Attack EVs are used in order to maximize Azumarill's damage output. Removing any Attack EVs is not recommended, as Huge Power means that Azumarill will lose double the number of stat points compared to other Pokemon. While the bulk EVs may appear complex, they're merely the most efficient distribution of overall bulk possible. With that said, they do notably make Azumarill's HP a multiple of both 4 and 2, which is important for Sitrus Berry. The former makes Sitrus Berry's recovery a greater percentage of Azumarill's total health, and the latter ensures that Sitrus Berry will activate after Belly Drum is used from full health. You may optionally opt to take EVs out of bulk and place them into Speed in order to outpace certain threats after the use of a teammate's speed control. For example, 92 Speed EVs allow Azumarill to outrun -1 neutral-natured base 70s like Breloom, while 12 Speed EVs outpace -1 Rotom-A. If Azumarill is used on a Trick Room team, then drop the Speed EVs and use a Brave nature with 0 Speed IVs.

Usage Tips
========

Azumarill most often finds the opportunity to set up late-game alongside a redirector or Fake Out user, after the opponent's Electric- and Grass-type Pokemon have been KOed. However, if the opposing team is not particularly threatening to Azumarill, then simply leading with it may be the optimal choice.; (period) (semicolon) This this presents an easy way to get Azumarill onto the field safely and with the proper support. Try to avoid switching Azumarill into damaging moves in order to preserve its HP for setting up with Belly Drum. This means you'll often want to switch Azumarill in after a teammate has been KOed. As for which foes are ideal to start setting up on, Fighting-types and more defensive foes such as Cresselia make prime candidates. Should you feel setting up to be a daunting task, but still need Azumarill's coverage, it's still possible to just play Azumarill as a bulky attacker with Sitrus Berry. In that scenario, Play Rough will generally be the superior move choice, as an unboosted Aqua Jet often struggles to do much damage.

Team Options
========

A redirector or Fake Out user is essential to grant Azumarill the opportunity to set up. Rage Powder Amoonguss is generally the best choice for redirection, as it resists the Electric- and Grass-type attacks Azumarill is weak to. Alternatives such as Rage Powder Volcarona, who which resists Grass, may also be fine depending on team composition. Fake Out users such as Mega Kangaskhan, Raichu, and Weavile can also protect Azumarill by flinching a problematic foe for a turn, which may be all Azumarill needs to set up; each have their own benefits. Mega Kangaskhan enjoys being defended against Fighting-types by Azumarill's Fairy typing. Raichu can protect Azumarill against Electric-type moves thanks to its Lightning Rod ability. Finally, the Ice-type Weavile does a great job at eliminating the Grass-types that threaten Azumarill. Other allies that can beat the Grass-types that often wall Azumarill, particularly when not using Knock Off, are highly desirable. Fire-types such as Heatran, Arcanine, and Mega Charizard Y can hit them hard with their super effective STAB moves. Mega Charizard Y is interesting in that, (comma) although Drought weakens Aqua Jet, it otherwise threatens Grass-types the most out of the aforementioned three. Flying-types such as Mega Salamence and Talonflame likewise prove effective at eliminating Grass-types. For dealing with the Electric-types that also threaten Azumarill, Ground-types such as Landorus-T, Excadrill, and Mamoswine make great choices. Mamoswine is particularly notable, as its Ice typing further allows it to hit Grass-types hard. Bear in mind, (comma) though, that most Ground-types will still struggle against Rotom-W thanks to its Ground immunity and Water-type STAB.

[SET]
name: Assault Vest
move 1: Play Rough
move 2: Waterfall
move 3: Aqua Jet
move 4: Knock Off / Superpower
item: Assault Vest
ability: Huge Power
nature: Adamant
evs: 228 HP / 252 Atk / 28 Def

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

Play Rough is the primary move on this set given that it's Azumarill's strongest physical STAB move at 90 BP, although its 90% accuracy leaves something to be desired. However, this set also features Waterfall, which grants Azumarill a 100% accurate STAB move to use in situations where the additional power of Play Rough is unneeded to close out (a pretty informal phrase, no? I'd replace this with "achieve") a KO. A Water-type attack also threatens many of the foes which that resist Fairy such as Fire-types and some Steel-types such as Heatran. Aqua Jet, while weaker than Waterfall, is a priority attack, and is therefore useful for picking off weakened foes. Knock Off deals good damage to foes such as Aegislash and Cresselia, (comma) which take little from Azumarill's other attacks, and has utility in removing items. Superpower's high Base Power allows it to OHKO foes like 4 HP Mega Kangaskhan, (comma) at the cost of dropping two of Azumarill's best stats in Attack and Defense. It also provides coverage for foes like Ferrothorn, (comma) which although who, while not OHKOed by the move, still take significant damage from it.

Set Details
========

Assault Vest allows Azumarill to more easily switch into special attacks by granting it a 50% boost to Special Defense. Huge Power is an easy ability choice, as doubling Azumarill's Attack stat grants a huge increase to its damage output. An Adamant nature and 252 Attack EVs are used to allow Azumarill to hit as hard as possible. It's not recommended to take any EVs out of Attack, as Huge Power means that each stat point is worth double what it normally is. The remaining EVs are invested mostly in HP to improve overall bulk, detracting excluding just enough for in Defense for Azumarill to survive a Double-Edge from Jolly Mega Kangaskhan. If you don't mind sacrificing bulk, Azumarill's Speed EVs can be increased to allow it to outpace certain foes after speed control. For example, 92 Speed EVs allow Azumarill to outrun -1 neutral-natured base 70s like Breloom, and 12 Speed EVs allow Azumarill to outpace -1 Rotom-A. Do bear in mind though, that you'll want to avoid giving up too much bulk, since being tanky bulky is the whole point of the set.

Usage Tips
========

This set functions as a reliable switch-in against special attackers that threaten Azumarill's allies and, contrasting the Belly Drum set, deals immediate damage to them in return. For this reason, it should preferably be brought in the back start by being off the field and ready to switch-(hyphen)in, rather than as be a lead. Since this Azumarill set is the one most debilitated by Intimidate, doing so also helps it avoid the associated Attack drop. Further, it improves the chances of Azumarill can pick picking off weakened foes in the late-game with Aqua Jet. Although lacking in STAB, Knock Off will often find itself an excellent choice of move, as the majority of switch-ins to Azumarill's attacks don't appreciate losing their items. Don't be too afraid to take on special attackers that Azumarill has a type disadvantage against. For example, this Azumarill can beat many Thundurus and Gengar 1-on-1 one-on-one with a combination of attacks (this seems pretty significant and could use elaboration). An exception would be against Scald users, as the high chance to burn means Azumarill could potentially be crippled for the remainder of the match.

Team Options
========

Azumarill has a hard time dealing with Grass-types, so partners that can handle with them are recommended. Fire-types such as Heatran, Arcanine, and Volcarona make good options, particularly when equipped with Safety Goggles to put a stop to the popular Amoonguss. Arcanine is especially notable out of the three, as its Intimidate rounds out Azumarill's defenses by weakening both foe's foes' Attack stats. Volcarona also has access to both Rage Powder and Tailwind as a means of supporting Azumarill. Mega Charizard Y joins the aforementioned Fire-types, although bear in mind that Drought weakens Azumarill's Water-type attacks. Flying-types such as Mega Salamence, Talonflame, and Togekiss are equally just as (equally in that context could be taken to mean that the three are even in terms of Grass-beating ability) able to beat Grass-types. All three of the aforementioned are also able to provide Tailwind support to help Azumarill outpace much of its otherwise quicker competition. A final option for dealing with Grass-types are is Ice-types such as Weavile, Abomasnow, and Mamoswine, (comma) who which deal heavy damage to them with their various STAB moves. Mamoswine also joins other Ground-types such as Landorus-T, Excadrill, and Garchomp in being able to check the Electric-types that likewise threaten Azumarill. Landorus-T is notably akin to Arcanine in its ability to provide Intimidate support. Grass- and Electric-types of your own such as Amoonguss and Thundurus may moreover prove valuable for their ability to power through Water-types, which Azumarill might otherwise struggle against offensively. Thundurus additionally provides speed control in the form of Thunder Wave, and Amoonguss can redirect otherwise super effective Electric- and Grass-type attacks aimed at Azumarill away with Rage Powder.

[SET]
name: Choice Band
move 1: Aqua Jet
move 2: Play Rough
move 3: Waterfall
move 4: Superpower
item: Choice Band
ability: Huge Power
nature: Adamant
evs: 228 HP / 252 Atk / 28 Def

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

Aqua Jet provides Azumarill with a priority STAB move that is reasonably powerful thanks to the boost from Choice Band. When priority is unneeded, Play Rough pulls through as Azumarill's hardest hitting STAB move. All three of the types Play Rough hits super effectively are those common in the Battle Spot Doubles metagame, making it particularly compelling. Waterfall serves as both a harder-(hyphen)hitting alternative to Aqua Jet, and a more consistent back-(hyphen)up to the 90% accurate Play Rough. Superpower's huge Base Power allows it to OHKO the majority of foes that are hit super effectively by it. Knock Off is an alternative should you need the Dark-type coverage to power through foes such as Aegislash and Cresselia, but being locked into it isn't great, as it loses potency after the first hit.

Set Details
========

Choice Band boosts Azumarill's Attack stat by 50%, granting it a substantial increase in damage output. Huge Power is one of the best abilities in the game, as it doubles the user's Attack stat, making it an essential component to an Azumarill set aiming to be as immediately threatening as possible. An Adamant nature and 252 Attack EVs are similarly used to augment Azumarill's damage output. Removing any Attack EVs is not recommended, as they're indispensable to the set's goal, and Huge Power means that the associated stat drop is double that of normal. The remaining investment improves overall bulk as much as possible while ensuring that Jolly Mega Kangaskhan cannot OHKO Azumarill with Double-Edge. If used alongside speed control such as Icy Wind, Speed investment can be increased to better take advantage of it. For example, 92 Speed EVs allow Azumarill to outpace -1 neutral-natured base 70s such as Breloom. 12 Speed EVs are also an option to outrun -1 uninvested Rotom-A. If used on a team featuring Trick Room, you may opt for a Brave nature and 0 Speed IVs instead in order to move sooner when under its effect.

Usage Tips
========

In comparison to Azumarill's other options, this set has the greatest amount of power for immediate pressure. Try to bring Azumarill out in the mid-(hyphen) to late-game when an allied Pokemon's speed control has taken effect. Even without speed control, this increases the chance that Azumarill can KO weakened foes with Aqua Jet. An alternative approach is to lead with Azumarill with the intent of bluffing the Belly Drum set, the ideal scenario being that a foe attempts to use a move like Taunt and must take a powerful boosted attack in return. Be mindful of making the right prediction, as being locked into an ineffectual move is an easy way to force Choice Band Azumarill out. This is especially the case when using Superpower, as the drops incurred by the move further punish a good switch (this needs more elaboration. Do you mean a good switch on the opponent's part?).

Team Options
========

Partners that deal with Grass-types are a great starting point when picking teammates for Azumarill, as they're highly problematic for it. Fire-types such as Heatran, Arcanine, and Volcarona can accomplish this, particularly when equipped with Safety Goggles to thwart power powder moves such as Spore. Volcarona is a distinctly good partner, as it can support Azumarill with moves such as Tailwind and Rage Powder. Mega Charizard Y is another Fire-type that threatens Grass-types, but be aware that Drought weakens Azumarill's Water-type attacks. Flying-types such as Mega Salamence, Talonflame, and Staraptor are another options proficient at handling Grass-types. All three of the aforesaid are additionally able to use Tailwind to patch up Azumarill's otherwise mediocre Speed stat. Alternatively, Ice-types such as Weavile, Abomasnow, and Mamoswine can deal with Grass-types using their own super effective STAB moves. Mamoswine, like other Ground-types such as Landorus-T, Excadrill, and Garchomp, (comma) moreover provides the benefit of checking Electric-types for Azumarill. Electric- and Grass-type partners such as Thundurus and Amoonguss are also advised in order to deal with Water-types, which Azumarill might otherwise struggle against offensively. Thundurus's ability to provide speed control in Thunder Wave makes him it especially useful, while Amoonguss's Rage Powder can defend Azumarill against the Electric- and Grass-type attacks it's weak to.

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

Return can be used over Play Rough on the Belly Drum set, following a similar line of reasoning to that of Knock Off, where hitting both Water and Fairy-(hyphen)resistant foes such as Amoonguss neutrally is desirable. Aqua Tail can be used over Waterfall on the latter two sets if you'd prefer additional power, but Azumarill already has an equally powerful STAB move in Play Rough, and trading away the option for a more accurate STAB move is generally unwise. Ice Punch is a decent option on the Assault Vest set to sometimes OHKO Landorus-T after Intimidate, as well as to deal decent damage to Grass-types such as Amoonguss. Sitrus Berry with three attacking moves and Protect can be used as a bulky alternative to Assault Vest, but it's mostly outclassed by the latter it. Lum Berry is another option on a three attacks set to help Azumarill deal with status such as burn, although it's mostly better to prevent status with team support and not have to sacrifice an item. The final option on such a set is Life Orb, which would grant Azumarill some of the immediate power of Choice Band while retaining the ability to switch moves. However, sacrificing HP with every attack cuts into Azumarill's otherwise great bulk;, (semicolon) (comma) which is one of its selling points. If you're feeling adventurous, a set of Perish Song, Dive, Light Screen, and Protect can be used to assist PerishTrap teams in picking up KOs. Sap Sipper, Sitrus Berry, and EVs of 252 HP / 108 Def / 148 SpD are recommended for this should you wish to try it.

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

**Electric-type Pokemon**: While Electric-types can struggle to get safe switch-ins to switches into Azumarill's attacks, they're often the most effective at eliminating it. Bulky Thundurus can either put Azumarill into a HP range where it can't use Belly Drum even after Sitrus Berry recovery with Thunderbolt, or use Taunt to prevent its use directly. Offensive Thundurus can outright OHKO Azumarill even without a boosting item. It also makes an excellent Safety Goggles user, allowing it to bypass Azumarill's common partner, Amoonguss. Zapdos sports an equally high base Special Attack, and its superior defensive stats allow it to take Azumarill's attacks better. Rotom-W resists Azumarill's Water-type attacks thanks to its own Water typing and retaliates hard with its Electric-type STAB moves.

**Grass-type Pokemon**: Grass-types have a solid matchup against Azumarill thanks to them resisting Water and being able to hit Azumarill super effectively with their STAB moves. Further, they ignore powder moves such as Rage Powder, allowing them to bypass its redirection. Amoonguss's Poison typing causes it to resist Fairy in addition to Water, allowing it to tank Azumarill's attacks with relative ease. It's worth noting, (comma) though, that Azumarill's Belly Drum set can still threaten an OHKO at +6 when using Knock Off, so it's potentially not an entirely one-sided matchup. Ferrothorn's Steel typing likewise enables it to resist Fairy-type attacks and it can threaten Azumarill with a strong Power Whip. Ludicolo, while taking significant damage from Play Rough, 4x resists Water and deals good damage with Giga Drain. Its access to Scald also makes Azumarill more difficult to switch-(comma)in, as it risks a 30% chance of burn.

**Mega Charizard Y**: Mega Charizard Y's Drought weakens Azumarill's Water-type attacks, improving its team's matchup against it significantly, and allows the immediate use of Solar Beam to threaten Azumarill. It does have to be fairly bulky to have a chance at surviving a +6 Aqua Jet itself, though, given Charizard's its weakness to Water.

**Talonflame**: Talonflame's Gale Wings ability allows it to move before Azumarill's Aqua Jet thanks to its higher Speed stat, and its access to Quick Guard means it's capable of blocking Aqua Jet's use entirely. When holding a Choice Band, it also has an excellent chance to OHKO an Azumarill that reduced its health with after it reduces its health through the use Belly Drum (Since the identity of "it" changes halfway through the sentence, I think this makes it clearer).

**Intimidate and Burn**: As Azumarill is a physical attacker, any means of reducing its Attack stat will hinder it significantly. Intimidate users such as Salamence and Mawile lower Azumarill's Attack stat by one stage when they're switched in. Note that the Belly Drum set is less affected by this, as it raises Azumarill's Attack stage to +6 regardless of the drop. Burns from Will-O-Wisp users such as Rotom-W, Talonflame, and Gengar halve Azumarill's Attack stat and inflict chip damage equivalent to 1/8 of maximum HP, which helps impede Azumarill's otherwise good longevity.
 
I liked your AM check, so I decided to implement it.

I also feel silly for not noticing the repetition in the Overview given how many times I read it. I guess you can't beat a second pair of eyes!
 

Lumari

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remove
add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

Azumarill presents itself as a highly versatile attacker for teams, able to fulfill a variety of roles. It is foremost one of the best setup sweepers in the metagame thanks to its access to both Aqua Jet and Belly Drum. This alone is enough to put pressure on your opponent right from Team Preview. Its good defensive stats and plentiful resistances also aid its ability to set up and allow it to be an effective switch-in when used with Assault Vest. Water / Fairy is additionally great offensively, as Fairy imparts good neutral coverage and Water deals with Fire-types and many popular Steel-types. Heatran is a notable example of this, as while it ordinarily has a great matchup against Fairies, it struggles against Azumarill. Azumarill's low Speed stat is somewhat of a weakness, as it means that foes that resist or take little damage from Aqua Jet can prove problematic. However, this is something that can be patched up through the use of speed control such as Trick Room. Finally, while its weaknesses are few, they do still leave it threatened by Pokemon prominent in the metagame such as Thundurus and Amoonguss.

[SET]
name: Belly Drum
move 1: Belly Drum
move 2: Aqua Jet
move 3: Play Rough / Knock Off
move 4: Protect
item: Sitrus Berry
ability: Huge Power
nature: Adamant
evs: 228 HP / 252 Atk / 12 Def / 12 SpD / 4 Spe

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

Belly Drum maximizes Azumarill's Attack at the cost of half its HP, granting it the potential to sweep through the opposing team. Aqua Jet provides the set with STAB priority, which that, (AC) while initially weak, can OHKO foes after boosting with Belly Drum before they can move. It's worth noting that at +6 it still falls short of OHKOing particularly bulky foes like Mega Kangaskhan or and bulky Thundurus, though. That's where Play Rough comes in. It provides a secondary STAB move capable of OHKOing the majority of foes that would not be OHKOed by Aqua Jet. Knock Off is an alternative that prevents Azumarill from being walled by foes like Amoonguss and Ferrothorn. However, using Knock Off significantly hampers Azumarill's ability to offensively check certain Dark-types such as Hydreigon and Scrafty. Further, it weakens Azumarill's matchup against Mega Salamence, which it is otherwise able to be OHKOed (less awkward + was sorta danglerish anyway) even without a boost. Protect shields Azumarill for a turn, allowing a partner to KO a threat to Azumarill or switch to improve positioning.

Set Details
========

Sitrus Berry is an important component to the set, recovering 25% of Azumarill's HP after Belly Drum is used, allowing it to remain reasonably healthy even after setting up. Huge Power is incredible, pushing pushes (cutting down a bit on the descriptive phrases) Azumarill's Attack stat from subpar to excellent (RC) and is required in order to put on offensive pressure. An Adamant nature and 252 Attack EVs are used in order to maximize Azumarill's damage output. Removing any Attack EVs is not recommended, as Huge Power means that Azumarill will lose double the number of stat points compared to other Pokemon. While the bulk EVs may appear complex, they're merely the most efficient distribution of overall bulk possible. With that said, they do notably make Azumarill's HP a multiple of both 4 and 2, which is important for Sitrus Berry. The former makes Sitrus Berry's recovery a greater percentage of Azumarill's total health, and the latter ensures that Sitrus Berry will activate after Belly Drum is used from full health. You may optionally opt to take EVs out of bulk and place them into Speed in order to outpace certain threats after the use of a teammate's speed control move. For example, 92 Speed EVs allow Azumarill to outrun -1 neutral-natured base 70s like Breloom, while 12 Speed EVs let it outpace -1 Rotom-A. If Azumarill is used on a Trick Room team, then drop the Speed EVs and use a Brave nature with 0 Speed IVs.

Usage Tips
========

Azumarill most often finds the opportunity to set up late-game alongside a redirector or Fake Out user, after the opponent's Electric- and Grass-type Pokemon have been KOed. However, if the opposing team is not particularly threatening to Azumarill, then simply leading with it may be the optimal choice; this presents an easy way to get Azumarill onto the field safely and with the proper support. Try to avoid switching Azumarill into damaging moves in order to preserve its HP for setting up with Belly Drum. This means you'll often want to switch Azumarill in after a teammate has been KOed. As for which foes are ideal to start setting up on, Fighting-types and more defensive foes such as Cresselia make prime candidates. Should you feel setting up to be a daunting task (RC) but still need Azumarill's coverage, it's still possible to just play Azumarill as a bulky attacker with Sitrus Berry. In that scenario, Play Rough will generally be the superior move choice, as an unboosted Aqua Jet often struggles to do much damage.

Team Options
========

A redirector redirection or Fake Out user is essential to grant Azumarill the opportunity to set up. Rage Powder Amoonguss is generally the best choice for redirection, as it resists the Electric- and Grass-type attacks Azumarill is weak to. Alternatives such as Rage Powder Volcarona, which resists Grass, may might also be fine depending on team composition. Fake Out users such as Mega Kangaskhan, Raichu, and Weavile can also protect Azumarill by flinching immobilizing a problematic foe for a turn, which may be all Azumarill needs to set up; each have their own benefits. Mega Kangaskhan enjoys being defended against Fighting-types by Azumarill's Fairy typing. Raichu can protect Azumarill against Electric-type moves thanks to its Lightning Rod ability. Finally, the Ice-type Weavile does a great job at eliminating the Grass-types that threaten Azumarill. Other allies that can beat the Grass-types that often wall Azumarill, particularly when you're not using Knock Off, are highly desirable. Fire-types such as Heatran, Arcanine, and Mega Charizard Y can hit them hard with their super effective STAB moves. Mega Charizard Y is interesting in that although Drought weakens Aqua Jet, it otherwise threatens Grass-types the most out of the aforementioned three. Flying-types such as Mega Salamence and Talonflame likewise prove effective at eliminating Grass-types. For dealing with the Electric-types that also threaten Azumarill, Ground-types such as Landorus-T, Excadrill, and Mamoswine make great choices. Mamoswine is particularly notable, as its Ice typing further allows it to hit Grass-types hard. Bear in mind, though, that most Ground-types will still struggle against Rotom-W thanks to its Ground immunity and Water-type STAB.

[SET]
name: Assault Vest
move 1: Play Rough
move 2: Waterfall
move 3: Aqua Jet
move 4: Knock Off / Superpower
item: Assault Vest
ability: Huge Power
nature: Adamant
evs: 228 HP / 252 Atk / 28 Def

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

Play Rough is the primary move on this set given that it's Azumarill's strongest physical STAB move at 90 Base Power, although its 90% accuracy leaves something to be desired. However, this set also features Waterfall, which grants Azumarill a 100% accurate STAB move to use in situations where the additional power of Play Rough is unneeded to achieve a KO. A Water-type attack also threatens many of the foes that resist Fairy such as Fire-types and some Steel-types such as Heatran. Aqua Jet, while weaker than Waterfall, is a priority attack, and is therefore useful for picking off weakened foes because of its priority. Knock Off deals good damage to foes such as Aegislash and Cresselia, which take little from Azumarill's other attacks, and has utility in removing items. Superpower's high Base Power allows it to OHKO foes like 4 HP Mega Kangaskhan at the cost of dropping two of Azumarill's best stats in Attack and Defense. It also provides coverage for foes like Ferrothorn, which although not OHKOed by the move, still take significant damage from it.

Set Details
========

Assault Vest allows Azumarill to more easily switch into special attacks by granting it a 50% boost to Special Defense. Huge Power is an easy ability choice, as doubling Azumarill's Attack stat grants a huge increase to its damage output. An Adamant nature and 252 Attack EVs are used to allow Azumarill to hit as hard as possible. It's not recommended to take any EVs out of Attack, as Huge Power means that each stat point is worth double what it normally is. The remaining EVs are invested mostly in HP to improve overall bulk, excluding moving just enough in to Defense for Azumarill to survive a Double-Edge from Jolly Mega Kangaskhan. If you don't mind sacrificing bulk, Azumarill's Speed EVs can be increased to allow it to outpace certain foes after speed control. For example, 92 Speed EVs allow Azumarill to outrun -1 neutral-natured base 70s like Breloom, and 12 Speed EVs allow Azumarill to outpace -1 Rotom-A. Do bear in mind that you'll want to avoid giving up too much bulk, since being bulky is the whole point of the set.

Usage Tips
========

This set functions as a reliable switch-in against special attackers that threaten Azumarill's allies and, contrasting the Belly Drum set, deals immediate damage to them in return. For this reason, it should preferably start by being off the field and ready to switch in, rather than be a lead. Since this Azumarill set is the one most debilitated by Intimidate, doing so also helps it avoid the associated Attack drop. Further, it improves the chances of Azumarill picking off weakened foes in the late-game with Aqua Jet. Although lacking STAB, Knock Off will often find itself an excellent choice of move, as the majority of switch-ins to Azumarill's attacks don't appreciate losing their items. Don't be too afraid to take on special attackers that Azumarill has a type disadvantage against. For example, this Azumarill can beat many Thundurus and Gengar one-on-one with the combination of a strong attack and follow-up (AH) Aqua Jet. An exception would be against Scald users, as the high chance to burn means Azumarill could potentially be crippled for the remainder of the match.

Team Options
========

Azumarill has a hard time dealing with Grass-types, so partners that can handle them are recommended. Fire-types such as Heatran, Arcanine, and Volcarona make good options, particularly when equipped with Safety Goggles to put a stop to the popular Amoonguss. Arcanine is especially notable out of the three, as its Intimidate rounds out Azumarill's defenses by weakening both foes' Attack stats. Volcarona also has access to both Rage Powder and Tailwind as a means of supporting Azumarill. Mega Charizard Y joins the aforementioned Fire-types, although you should bear in mind that Drought weakens Azumarill's Water-type attacks. Flying-types such as Mega Salamence, Talonflame, and Togekiss are just as able to beat Grass-types. All three of the aforementioned are also able to provide Tailwind support to help Azumarill outpace much of its otherwise quicker competition. A final option for dealing with Grass-types is Ice-types such as Weavile, Abomasnow, and Mamoswine, which deal heavy damage to them with their various STAB moves. Mamoswine also joins other Ground-types such as Landorus-T, Excadrill, and Garchomp in being able to check the Electric-types that likewise threaten Azumarill. Landorus-T is notably akin to Arcanine in its ability to provide Intimidate support. Grass- and Electric-types of your own such as Amoonguss and Thundurus may moreover prove valuable for their ability to power through Water-types, which Azumarill might otherwise struggle against offensively. Thundurus additionally provides speed control in the form of Thunder Wave, and Amoonguss can redirect otherwise super effective Electric- and Grass-type attacks aimed at Azumarill with Rage Powder.

[SET]
name: Choice Band
move 1: Aqua Jet
move 2: Play Rough
move 3: Waterfall
move 4: Superpower
item: Choice Band
ability: Huge Power
nature: Adamant
evs: 228 HP / 252 Atk / 28 Def

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

Aqua Jet provides Azumarill with a priority STAB move that is reasonably powerful thanks to the boost from Choice Band. When priority is unneeded, Play Rough pulls through as Azumarill's hardest-hitting (AH) STAB move. All three of the types Play Rough hits super effectively are those common in the Battle Spot Doubles metagame, making it particularly compelling. Waterfall serves as both a harder-hitting alternative to Aqua Jet (RC) and a more consistent backup to the 90% accurate Play Rough. Superpower's huge Base Power allows it to OHKO the majority of foes that are hit super effectively by it. Knock Off is an alternative should you need the Dark-type coverage to power through foes such as Aegislash and Cresselia, but being locked into it isn't great, as it loses potency after the first hit.

Set Details
========

Choice Band boosts Azumarill's Attack stat by 50%, granting it a substantial increase in damage output. Huge Power is one of the best abilities in the game, as it doubles the user's Attack stat, making it an essential component to an Azumarill set aiming to be as immediately threatening as possible. An Adamant nature and 252 Attack EVs are similarly used to augment Azumarill's damage output. Removing any Attack EVs is not recommended, as they're indispensable to the set's goal, and Huge Power means that the associated stat drop is double that of normal. The remaining investment improves overall bulk as much as possible while ensuring that Jolly Mega Kangaskhan cannot OHKO Azumarill with Double-Edge. If Azumarill is used alongside speed control such as Icy Wind, Speed investment can be increased to better take advantage of it. For example, 92 Speed EVs allow Azumarill to outpace -1 neutral-natured base 70s such as Breloom. 12 Speed EVs are also an option to outrun -1 uninvested Rotom-A. If Azumarill is used on a team featuring Trick Room, you may opt for a Brave nature and 0 Speed IVs instead in order to move sooner when under its effect.

Usage Tips
========

In comparison to Azumarill's other options, this set has the greatest amount of power for immediate pressure. Try to bring Azumarill out in the mid- to late-game when an allied Pokemon's speed control has taken effect. Even without speed control, this increases the chance that Azumarill can KO weakened foes with Aqua Jet. An alternative approach is to lead with Azumarill with the intent of bluffing the Belly Drum set, with the ideal scenario being that a foe attempts to use a move like Taunt and must take a powerful boosted attack in return. Be mindful of making the right prediction, as being locked into an ineffectual move is an easy way to force Choice Band Azumarill out. This is especially the case when using Superpower, as the drops incurred by the move further punish a good switch from your opponent.

Team Options
========

Partners that deal with Grass-types are a great starting point when picking teammates for Azumarill, as they're highly problematic for it. Fire-types such as Heatran, Arcanine, and Volcarona can accomplish this, particularly when equipped with Safety Goggles to thwart powder moves such as Spore. Volcarona is a distinctly good partner, as it can support Azumarill with moves such as Tailwind and Rage Powder. Mega Charizard Y is another Fire-type that threatens Grass-types, but be aware that Drought weakens Azumarill's Water-type attacks. Flying-types such as Mega Salamence, Talonflame, and Staraptor are options proficient at handling Grass-types. All three of the aforesaid are additionally able to use Tailwind to patch up Azumarill's otherwise mediocre Speed stat. Alternatively, Ice-types such as Weavile, Abomasnow, and Mamoswine can deal with Grass-types using their own super effective STAB moves. Mamoswine, like other Ground-types such as Landorus-T, Excadrill, and Garchomp, moreover provides the benefit of checking Electric-types for Azumarill. Electric- and Grass-type partners such as Thundurus and Amoonguss are also advised in order to deal with Water-types, which Azumarill might otherwise struggle against offensively. Thundurus's ability to provide speed control in Thunder Wave makes it especially useful, while Amoonguss's Rage Powder can defend Azumarill against the Electric- and Grass-type attacks it's weak to.

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

Return can be used over Play Rough on the Belly Drum set, following a similar line of reasoning to that of Knock Off, where hitting both Water- (AH) and Fairy-resistant foes such as Amoonguss neutrally is desirable. Aqua Tail can be used over Waterfall on the latter two sets if you'd prefer additional power, but Azumarill already has an equally powerful STAB move in Play Rough, and trading away the option for a more accurate STAB move is generally unwise. Ice Punch is a decent option on the Assault Vest set to sometimes OHKO Landorus-T after Intimidate, as well as to deal decent damage to Grass-types such as Amoonguss. Sitrus Berry with three attacking moves and Protect can be used as a bulky alternative to Assault Vest, but it's mostly outclassed by it. Lum Berry is another option on a three attacks set to help Azumarill deal with status such as burn, although it's usually better to prevent status with team support and not have to sacrifice an item. The final option on such a set is Life Orb, which would grant Azumarill some of the immediate power of Choice Band while retaining the ability to switch moves. However, sacrificing HP with every attack cuts into Azumarill's otherwise great bulk, which is one of its selling points. If you're feeling adventurous, a set of Perish Song, Dive, Light Screen, and Protect can be used to assist PerishTrap teams in picking up KOs. Sap Sipper, Sitrus Berry, and EVs of 252 HP / 108 Def / 148 SpD are recommended for this should you wish to try it.

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

**Electric-type Pokemon**: While Electric-types can struggle to get safe switches into Azumarill's attacks, they're often the most effective at eliminating it. Bulky Thundurus can either put Azumarill into a HP range where it can't use Belly Drum even after Sitrus Berry recovery with Thunderbolt (RC) or use Taunt to prevent its use directly. Offensive Thundurus can outright OHKO Azumarill even without a boosting item. It also makes an excellent Safety Goggles user, allowing it to bypass Azumarill's common partner, Amoonguss. Zapdos sports an equally high base Special Attack, and its superior defensive stats allow it to take Azumarill's attacks better. Rotom-W resists Azumarill's Water-type attacks thanks to its own Water typing and retaliates hard with its Electric-type STAB moves.

**Grass-type Pokemon**: Grass-types have a solid matchup against Azumarill thanks to them resisting their resistance to Water and being able ability to hit Azumarill super effectively with their STAB moves. Further, they ignore powder moves such as Rage Powder, allowing them to bypass its redirection. Amoonguss's Poison typing causes it to resist Fairy in addition to Water, allowing it to tank Azumarill's attacks with relative ease. It's worth noting, though, that Azumarill's Belly Drum set can still threaten an OHKO at +6 when using Knock Off, so it's potentially not an entirely one-sided matchup. Ferrothorn's Steel typing likewise enables it to resist Fairy-type attacks and it can threaten Azumarill with a strong Power Whip. Ludicolo, while taking significant damage from Play Rough, 4x resists Water and deals good damage with Giga Drain. Its access to Scald also makes Azumarill more difficult to switch in, as it risks a 30% chance of burn.

**Mega Charizard Y**: Mega Charizard Y's Drought weakens Azumarill's Water-type attacks, improving its team's matchup against it significantly, and allows enables the immediate use of Solar Beam to threaten Azumarill. It does have to be fairly bulky to have a chance at surviving a +6 Aqua Jet itself, though, given its weakness to Water.

**Talonflame**: Talonflame's Gale Wings ability allows it to move before Azumarill's Aqua Jet thanks to its higher Speed stat, and its access to Quick Guard means it's capable of blocking Aqua Jet's use entirely. When holding a Choice Band, it also has an excellent chance to OHKO an Azumarill that reduced its health with Belly Drum.

**Intimidate and Burn**: As Azumarill is a physical attacker, any means of reducing its Attack stat will hinder it significantly. Intimidate users such as Salamence and Mawile lower Azumarill's Attack stat by one stage when they switch in. Note that the Belly Drum set is less affected by this, as it raises Azumarill's Attack to +6 regardless of the drop. Burns from Will-O-Wisp users such as Rotom-W, Talonflame, and Gengar halve Azumarill's Attack stat and inflict chip damage equivalent to 1/8 of maximum HP, which helps impede Azumarill's otherwise good longevity.
 
Last edited:

Fireflame

Silksong when
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Remove Add Comments (AC)= add comma (RC)= remove comma

[OVERVIEW]

Azumarill presents itself as a highly versatile attacker for teams, able to fulfill a variety of roles. It is foremost one of the best setup sweepers in the metagame thanks to its access to both Aqua Jet and Belly Drum. This alone is enough to put pressure on your opponent right from Team Preview. Its good defensive stats and plentiful resistances also aid its ability to set up and allow it to be an effective switch-in when used with Assault Vest. Water / Fairy typing is additionally great offensively, as Fairy imparts good neutral coverage and Water deals with Fire-types and many popular Steel-types. Heatran is a notable example of this, as while it ordinarily has a great matchup against Fairies, it struggles against Azumarill. (too specific. Heatran's matchups vs. Fairies is irrelevant for the Overview) Azumarill's low Speed stat is somewhat of a weakness, as it means that foes that resist or take little damage from Aqua Jet can prove to be problematic. However, this is something that can be patched up through the use of speed control such as Trick Room. Finally, while its weaknesses are few, they do still leave it threatened by Pokemon prominent in the metagame,(AC) such as Thundurus and Amoonguss.

[SET]
name: Belly Drum
move 1: Belly Drum
move 2: Aqua Jet
move 3: Play Rough / Knock Off
move 4: Protect
item: Sitrus Berry
ability: Huge Power
nature: Adamant
evs: 228 HP / 252 Atk / 12 Def / 12 SpD / 4 Spe

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

Belly Drum maximizes Azumarill's Attack at the cost of half its HP, granting it the potential to sweep through the opposing team. Aqua Jet provides the set with a priority STAB move priority that, while initially weak, can OHKO foes after boosting with a Belly Drum boost (flows better) before they can move. It's worth noting that at +6 it still falls short of OHKOing particularly bulky foes like Mega Kangaskhan and bulky Thundurus, though. That's where Play Rough comes in. It provides a secondary STAB move capable of OHKOing the majority of foes that would not be OHKOed by Aqua Jet. Knock Off is an alternative that prevents Azumarill from being walled by foes like Amoonguss and Ferrothorn. However, using Knock Off significantly hampers Azumarill's ability to offensively check certain Dark-types such as Hydreigon and Scrafty. Further, it weakens Azumarill's matchup against Mega Salamence, which it (the "it" sounds like you're still talking about Knock Off) is otherwise able to OHKO Azumarill even without a boost. Protect shields Azumarill for a turn, allowing a partner to KO a threat to Azumarill or switch to improve positioning.

Set Details
========

Sitrus Berry is an important component to the set, recovering 25% of Azumarill's HP after Belly Drum is used, allowing it to remain reasonably healthy even after setting up. Huge Power pushes Azumarill's Attack stat from subpar to excellent and is required in order to put on offensive pressure. An Adamant nature and 252 Attack EVs are used in order to maximize Azumarill's damage output. Removing any Attack EVs is not recommended, as Huge Power means that Azumarill will lose double the number of stat points compared to other Pokemon. While the bulk EVs may appear complex, they're merely the most efficient distribution of overall bulk possible. With that said, they do notably make Azumarill's HP a multiple of both 4 and 2 (Normally these are spelled out ("two" and "four"), but since you are talking about the actual numbers as numerical values, idk if these should stay as is), which is important for Sitrus Berry. The former makes Sitrus Berry's recovery a greater percentage of Azumarill's total health, and the latter ensures that Sitrus Berry will activate after Belly Drum is used from full health. You may optionally opt (redundant: opt implies that it is an option) to take EVs out of bulk and place them into Speed in order to outpace certain threats after the use of a teammate's speed control move. For example, 92 Speed EVs allow Azumarill to outrun -1 neutral-natured base 70s 70 Speed Pokemon like Breloom, while 12 Speed EVs let it outpace -1 Rotom-A (although this is correct, barely any readers will know that Rotom-A is the 5 alternate formes. I would just say "alternate Rotom formes"). If Azumarill is used on a Trick Room team, then drop the Speed EVs and use a Brave nature with 0 Speed IVs.

Usage Tips
========

Azumarill most often finds the opportunity to set up late-game alongside a redirector or Fake Out user, after the opponent's Electric- and Grass-type Pokemon have been KOed. However, if the opposing team is not particularly threatening to Azumarill, simply leading with it may be the optimal choice; this presents an easy way to get Azumarill onto the field safely and with the proper support. Try to avoid switching Azumarill into damaging moves in order to preserve its HP for setting up with Belly Drum. This means you'll often want to switch Azumarill in after a teammate has been KOed. As for which foes are ideal to start setting up on, Fighting-types and more defensive foes such as Cresselia make prime candidates. Should you feel setting up to be a daunting task but still need Azumarill's coverage, it's still possible to just play Azumarill as a bulky attacker with Sitrus Berry. In that scenario, Play Rough will generally be the superior move choice, as an unboosted Aqua Jet often struggles to do much damage.

Team Options
========

A redirection or Fake Out user is essential to grant Azumarill the opportunity to set up. Rage Powder Amoonguss is generally the best choice for redirection, as it resists the Electric- and Grass-type attacks Azumarill is weak to. Alternatives such as Rage Powder Volcarona, which resists Grass, might also be fine depending on your team composition. Fake Out users such as Mega Kangaskhan, Raichu, and Weavile can also protect Azumarill by immobilizing a problematic foe for a turn, which may be all Azumarill needs to set up).(end sentece);(remove semicolon) each have their own benefits (This is not needed since you talk about these right after). Mega Kangaskhan enjoys being defended against Fighting-types by Azumarill's Fairy typing,(AC).(remove period) Raichu can protect Azumarill against Electric-type moves thanks to its Lightning Rod ability,(AC).(remove period) Finally, the Ice-type and Weavile does a great job at eliminating the Grass-types that threaten Azumarill (a list is better, and "the Ice-type Weavile" is a filler). Other allies that can beat the Grass-types that often wall Azumarill, particularly when you're not using Knock Off, are highly desirable. Fire-types such as Heatran, Arcanine, and Mega Charizard Y can hit them hard with their super effective STAB moves. Mega Charizard Y is interesting in that although Drought weakens Aqua Jet, it otherwise threatens Grass-types the most out of the aforementioned three. Flying-types such as Mega Salamence and Talonflame likewise prove effective at eliminating Grass-types. For dealing with the Electric-types that also threaten Azumarill, Ground-types such as Landorus-T, Excadrill, and Mamoswine make great choices. Mamoswine is particularly notable, as its Ice typing further allows it to hit Grass-types hard. Bear in mind, though, that most Ground-types will still struggle against Rotom-W thanks to its Ground immunity and Water-type STAB Hydro Pump. (You need to say "STAB move" when talking about STAB, and it is kind of awkward to say "water-type STAB moves" for Rotom-W since his only one is Hydro Pump)

[SET]
name: Assault Vest
move 1: Play Rough
move 2: Waterfall
move 3: Aqua Jet
move 4: Knock Off / Superpower
item: Assault Vest
ability: Huge Power
nature: Adamant
evs: 228 HP / 252 Atk / 28 Def

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

Play Rough is Azumarill's strongest physical STAB move at 90 Base Power, although its 90% accuracy leaves something to be desired. However, this set also features Waterfall, which grants Azumarill a 100% accurate STAB move to use in situations where the additional power of Play Rough is unneeded to achieve a KO. A Water-type attack also threatens many of the foes that resist Fairy such as Fire-types and some Steel-types such as Heatran. Aqua Jet, while weaker than Waterfall, is useful for picking off weakened foes because of its priority. Knock Off deals good damage to foes such as Aegislash and Cresselia, which take little from Azumarill's other attacks, and has utility in removing items. Superpower's high Base Power allows it to OHKO foes like 4 HP Mega Kangaskhan (It's an unfavorable roll, actually, unless I calc'd it wrong: 252+ Atk Huge Power Azumarill Superpower vs. 4 HP / 0 Def Mega Kangaskhan: 318-376 (90.3 - 106.8%) -- 43.8% chance to OHKO) at the cost of dropping two of Azumarill's best stats in Attack and Defense. It also provides coverage for foes like Ferrothorn, which although not OHKOed by the move, take significant damage from it.

Set Details
========

Assault Vest allows Azumarill to more easily switch into special attacks by granting it a 50% boost to Special Defense. Huge Power is an easy ability choice, as doubling Azumarill's Attack stat grants a huge increase to its damage output. An Adamant nature and 252 Attack EVs are used to allow Azumarill to hit as hard as possible. It's not recommended to take any EVs out of Attack, as Huge Power means that each stat point is worth double what it normally is. The remaining EVs are invested mostly in HP to improve overall bulk, moving just enough to Defense for Azumarill to survive a Double-Edge from Jolly Mega Kangaskhan.
(252 Atk Parental Bond Mega Kangaskhan Double-Edge vs. 228 HP / 28 Def Azumarill: 333-393 (83.6 - 98.7%) -- guaranteed 2HKO
252 Atk Parental Bond Mega Kangaskhan Double-Edge vs. 228 HP / 16 Def Azumarill: 337-397 (84.6 - 99.7%) -- guaranteed 2HKO
You only need 16 Def EVs to live a Jolly M-Kangaskhan Double Edge. This means you have 12 EVs left over in which case you can put them into speed to outspeed -1 Rotom formes)

If you don't mind sacrificing bulk, Azumarill's Speed EVs can be increased to allow it to outpace certain foes after speed control. For example, 92 Speed EVs allow Azumarill to outrun -1 neutral-natured base 70s 70 Speed Pokemon like Breloom, and 12 Speed EVs allow Azumarill to outpace -1 Rotom-A (Again, I would say alternate Rotom formes). Do bear in mind that you'll want to avoid giving up too much bulk, since being bulky is the whole point of the set.

Usage Tips
========

This set functions as a reliable switch-in against special attackers that threaten Azumarill's allies and deals immediate damage to them in return. For this reason, it should preferably start by being off the field and ready to switch in, rather than be a lead. Since this Azumarill set is the one most debilitated by Intimidate, doing so also helps it avoid the associated Attack drop. Further, it improves the chances of Azumarill picking off weakened foes in the late-game with Aqua Jet. Although lacking STAB, Knock Off will often find itself an excellent choice of move, as the majority of switch-ins to Azumarill's attacks don't appreciate losing their items. Don't be too afraid to take on special attackers that Azumarill has a type disadvantage against. For example, this Azumarill can beat many Thundurus and Gengar one-on-one with the combination of a strong attack and follow-up followed up by an Aqua Jet. An exception would be against Scald users, as the high chance to burn means Azumarill could potentially be crippled for the remainder of the match.

Team Options
========

Azumarill has a hard time dealing with Grass-types, so partners that can handle them are recommended. Fire-types such as Heatran, Arcanine, and Volcarona make good options, particularly when equipped with Safety Goggles to put a stop to the popular Amoonguss. Arcanine is especially notable out of the three, as its Intimidate rounds out Azumarill's defenses by weakening both foes' Attack stats. Volcarona also has access to both Rage Powder and Tailwind as a means of supporting Azumarill. Mega Charizard Y joins the aforementioned Fire-types, although you should bear in mind that Drought weakens Azumarill's Water-type attacks. Flying-types such as Mega Salamence, Talonflame, and Togekiss are just as able to beat Grass-types. All three of the aforementioned are also able to provide Tailwind support to help Azumarill outpace much of its otherwise quicker competition. A final option for dealing with Grass-types is Ice-types such as Weavile, Abomasnow, and Mamoswine, which deal heavy damage to them with their various STAB moves. Mamoswine also joins other Ground-types such as Landorus-T, Excadrill, and Garchomp in being able to check the Electric-types that likewise threaten Azumarill. Landorus-T is notably akin to Arcanine in its ability to provide Intimidate support. Grass- and Electric-types of your own such as Amoonguss and Thundurus may moreover prove valuable for their ability to power through Water-types, which Azumarill might otherwise struggle against offensively. Thundurus additionally provides speed control in the form of Thunder Wave, and Amoonguss can redirect otherwise super effective Electric- and Grass-type attacks aimed at Azumarill with Rage Powder.

[SET]
name: Choice Band
move 1: Aqua Jet
move 2: Play Rough
move 3: Waterfall
move 4: Superpower
item: Choice Band
ability: Huge Power
nature: Adamant
evs: 228 HP / 252 Atk / 28 Def

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

Aqua Jet provides Azumarill with a priority STAB move that is reasonably powerful thanks to the boost from Choice Band. When priority is unneeded, Play Rough pulls through as Azumarill's hardest-hitting STAB move. All three of the types Play Rough hits super effectively are common in the Battle Spot Doubles metagame, making it particularly compelling. Waterfall serves as both a harder-hitting alternative to Aqua Jet and a more consistent backup to the 90% accurate Play Rough. Superpower's huge high Base Power allows it to OHKO the majority of foes that are hit super effectively by it. Knock Off is an alternative should you need the Dark-type coverage to power through foes such as Aegislash and Cresselia, but being locked into it isn't great, as it loses potency after the first hit.

Set Details
========

Choice Band boosts Azumarill's Attack stat by 50%, granting it a substantial increase in damage output. Huge Power is one of the best abilities in the game, as it doubles the user's Attack stat, making it an essential component to an Azumarill set aiming to be as immediately threatening as possible. An Adamant nature and 252 Attack EVs are similarly used to augment Azumarill's damage output. Removing any Attack EVs is not recommended, as they're indispensable to the set's goal, and Huge Power means that the associated stat drop is double that of normal. The remaining investment improves overall bulk as much as possible while ensuring that Jolly Mega Kangaskhan cannot OHKO Azumarill with Double-Edge (same EV comment as the Assault Vest set). If Azumarill is used alongside speed control such as Icy Wind, Speed investment can be increased to better take advantage of it. For example, 92 Speed EVs allow Azumarill to outpace -1 neutral-natured base 70s 70 Speed Pokemon such as Breloom. 12 Speed EVs are also an option to outrun -1 uninvested Rotom-A (Again, I would say "alternate Rotom formes"). If Azumarill is used on a team featuring Trick Room, you may opt for a Brave nature and 0 Speed IVs instead in order to move sooner when under its effect.

Usage Tips
========

In comparison to Azumarill's other options, this set has the greatest amount of power for immediate pressure. Try to bring Azumarill out in the mid- to late-game when an allied Pokemon's speed control has taken effect. Even without speed control, this increases the chance that Azumarill can KO weakened foes with Aqua Jet. An alternative approach is to lead with Azumarill with the intent of bluffing the Belly Drum set, with the ideal scenario being that a foe attempts to use a move like Taunt and must take a powerful boosted attack in return. Be mindful of making the right prediction, as being locked into an ineffectual move is an easy way to force Choice Band Azumarill out. This is especially the case when using Superpower, as the stat drops incurred by the move further punish a good switch from your opponent.

Team Options
========

Partners that deal with Grass-types are a great starting point when picking teammates for Azumarill, as they're highly problematic for it. Fire-types such as Heatran, Arcanine, and Volcarona can accomplish this, particularly when equipped with Safety Goggles to thwart powder moves such as Spore. Volcarona is a distinctly good partner, as it can support Azumarill with moves such as Tailwind and Rage Powder. Mega Charizard Y is another Fire-type that threatens Grass-types, but be aware that Drought weakens Azumarill's Water-type attacks. Flying-types such as Mega Salamence, Talonflame, and Staraptor are options proficient at handling Grass-types. All three are additionally able to use Tailwind to patch up Azumarill's otherwise mediocre Speed stat. Alternatively, Ice-types such as Weavile, Abomasnow, and Mamoswine can deal with Grass-types using their own super effective STAB moves. Mamoswine, like other Ground-types such as Landorus-T, Excadrill, and Garchomp, moreover provides the benefit of checking Electric-types for Azumarill. Electric- and Grass-type partners such as Thundurus and Amoonguss are also advised in order to deal with Water-types, which Azumarill might otherwise struggle against offensively. Thundurus's ability to provide speed control in Thunder Wave makes it especially useful, while Amoonguss's Rage Powder can defend Azumarill against the Electric- and Grass-type attacks it's weak to.

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

Return can be used over Play Rough on the Belly Drum set, following a similar line of reasoning to that of Knock Off, where hitting both Water- and Fairy-resistant foes such as Amoonguss neutrally is desirable. Aqua Tail can be used over Waterfall on the latter two sets if you'd prefer additional power, but Azumarill already has an equally powerful STAB move in Play Rough, and trading away the option for a more accurate STAB move is generally unwise. Ice Punch is a decent option on the Assault Vest set to sometimes OHKO Landorus-T after Intimidate, as well as to deal decent damage to Grass-types such as Amoonguss. Sitrus Berry with three attacking moves and Protect can be used as a bulky alternative to Assault Vest, but it's mostly outclassed by it. Lum Berry is another option on a three attacks set to help Azumarill deal with status such as burn, although it's usually better to prevent status with team support and not have to sacrifice an item. The final option on such a set is Life Orb, which would grant Azumarill some of the immediate power of Choice Band while retaining the ability to switch moves. However, sacrificing HP with every attack cuts into Azumarill's otherwise great bulk, which is one of its selling points. If you're feeling adventurous, a set of Perish Song, Dive, Light Screen, and Protect can be used to assist PerishTrap teams in picking up KOs. Sap Sipper, Sitrus Berry, and EVs of 252 HP / 108 Def / 148 SpD are recommended for this should you wish to try it.

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

**Electric-type Pokemon**: While Electric-types can struggle to get safe switches safely switch into Azumarill's attacks, they're often the most effective at eliminating it. Bulky Thundurus can either put Azumarill into a HP range where it can't use Belly Drum even after Sitrus Berry recovery with Thunderbolt or use Taunt to prevent its use directly. Offensive Thundurus can outright OHKO Azumarill even without a boosting item. It also makes an excellent Safety Goggles user, allowing it to bypass Azumarill's common partner, Amoonguss. Zapdos sports an equally high base Special Attack, and its superior defensive stats allow it to take Azumarill's attacks better. Rotom-W resists Azumarill's Water-type attacks thanks to its own Water typing and retaliates hard with its Electric-type STAB moves.

**Grass-type Pokemon**: Grass-types have a solid matchup against Azumarill thanks to their resistance to Water and ability to hit Azumarill super effectively with their STAB moves. Further, they ignore powder moves such as Rage Powder, allowing them to bypass its redirection. Amoonguss's Poison typing causes it to resist Fairy in addition to Water, allowing it to tank Azumarill's attacks with relative ease. It's worth noting, though, that Azumarill's Belly Drum set can still threaten an OHKO at +6 when using Knock Off, so it's potentially not an entirely one-sided matchup. Ferrothorn's Steel typing likewise enables it to resist Fairy-type attacks and it can threaten Azumarill with a strong Power Whip. Ludicolo, while taking significant damage from Play Rough, 4x resists Water and deals good damage with Giga Drain. Its access to Scald also makes Azumarill more difficult to switch in, as it risks a 30% chance of burn.

**Mega Charizard Y**: Mega Charizard Y's Drought weakens Azumarill's Water-type attacks, improving its team's matchup against it significantly, and enables the immediate use of Solar Beam to threaten Azumarill. It does have to be fairly bulky to have a chance at surviving a +6 Aqua Jet itself, though, given its weakness to Water.

**Talonflame**: Talonflame's Gale Wings ability allows it to move before Azumarill's Aqua Jet thanks to its higher Speed stat, and its access to Quick Guard means it's capable of blocking Aqua Jet's use entirely. When holding a Choice Band, it also has an excellent chance to OHKO an Azumarill that reduced its health with Belly Drum.

**Intimidate and Burn**: As Azumarill is a physical attacker, any means of reducing its Attack stat will hinder it significantly. Intimidate users such as Salamence and Mawile lower Azumarill's Attack stat by one stage when they switch in. Note that the Belly Drum set is less affected by this, as it raises Azumarill's Attack to +6 regardless of the drop. Burns from Will-O-Wisp users such as Rotom-W, Talonflame, and Gengar halve Azumarill's Attack stat and inflict chip damage equivalent to 1/8 of maximum HP, which helps impede Azumarill's otherwise good longevity.
 
I originally wasn't going to, but I've now implemented parts of the above AM check. For the stuff about the calcs: the calc was at level 100 and not level 50.
 

Hulavuta

keeps the varmints on the run
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I spoke to Plumberjack and since CryoGyro is now on the GP team, this technically has 2 checks. Uploading now!
 

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