[SET]
name: Perish Trap
move 1: Perish Song
move 2: Whirlpool
move 3: Protect
move 4: Toxic / Hidden Power Fire
item: Leftovers / Iapapa Berry
ability: Sap Sipper
nature: Calm
evs: 252 HP / 228 SpD / 28 Spe
[SET COMMENTS]
Moves
========
Perish Song enables Azumarill to permanently remove opposing Pokemon and neuter setup sweepers by forcing them to switch out. Whirlpool is used in order to prevent opposing Pokemon from switching out, thus guaranteeing that Perish Song will take them out as long as Azumarill can survive until its last turn. It also deals chip damage, which can be useful for wearing down Pokemon that can force it out. Protect is essential in order to use up Perish Song turns in order to trap Pokemon more effectively. It's also very useful for gaining extra Leftovers recovery as well as racking up chip Whirlpool and Toxic damage against Pokemon that can force Azumarill out. Additionally, it can scout Choice item users such as Tapu Koko, Tapu Lele, and Landorus-T, as well as Z-Moves such as Hydro Vortex from Greninja and Corkscrew Crash from Heatran. Toxic helps cripple Pokemon that may switch into Azumarill in order to force it out, such as Tapu Koko and Kyurem-B. However, Hidden Power Fire can be used instead in order to guarantee an OHKO on Kartana, which can otherwise break past Azumarill if it runs Smart Strike and can deal massive damage to whatever is sent in against it on the last turn of Perish Song. Rest can be used in order to give Azumarill instant recovery and a way to heal status; however, it renders Azumarill extremely vulnerable until it wakes up, at which point it is likely to be very low on health again. Knock Off is also a decent option that cripples the likes of Celesteela and can remove Skarmory's Shed Shell so that it can be trapped. It can also remove the offensive items of Pokemon Azumarill is trapping so that it takes less damage from their attacks. However, it is generally inferior to Toxic in terms of utility.
Set Details
========
28 Speed EVs enable Azumarill to outspeed Celesteela, potentially getting an emergency Perish Song, Rest, or Knock Off off against it before being hit by Heavy Slam. The rest is placed in special bulk in order to easily switch into Volcarona and Battle Bond Greninja, which are key threats that Azumarill's typing enables it to check. It also helps against Mega Charizard Y, Heatran, and Blacephalon. Physical bulk can be used in order to more easily switch into Kartana, Mega Charizard X, and Weavile. However, Azumarill already handles the former quite well, especially if running HP Fire, while the latter two aren't particularly common. A spread of 252 HP / 96 Def / 132 SpD / 28 Spe with a Bold nature prevents a 2HKO from Kartana's Smart Strike and a 3HKO from Celesteela's Heavy Slam, but this spread misses out on a lot of special bulk, making it a shakier Greninja counter. Leftovers is the item of choice because it increases Azumarill's longevity, especially when combined with Protect, and passive recovery is particularly important given its lack of reliable recovery. An Iapapa Berry can be used in order to give Azumarill more instant recovery, enabling it to take strong hits better. A Chesto Berry can be used alongside Rest for the same reasons, with the added benefit of curing status. Both of these options are much better at bluffing an offensive set due to the lack of Leftovers recovery. However, Leftovers is still the best item for this set. Azumarill is required to stay in a few turns if it wants to trap something, which makes Leftovers generally more efficient, and Leftovers also has much better synergy with Protect. Sap Sipper is very important to this set, as it enables Azumarill to counter Pokemon that rely on Grass-type coverage in order to beat it, such as Kartana, Ferrothorn, Tapu Bulu, and Tangrowth. It also protects against Celesteela's Leech Seed.
Usage Tips
========
Azumarill lures and traps troublesome defensive Pokemon that typically switch into it such as Toxapex, Ferrothorn, and Tangrowth. Thus, avoid taking chip damage so as to not reveal Azumarill's set before trapping them. Azumarill should always use Whirlpool if you think the opponent is going to send something that can be trapped. Anything else can prompt the foe to immediately switch out so in order to avoid getting trapped. Once a Pokemon has been trapped by Whirlpool, immediately use Perish Song to put it on a timer, and use Protect the turn after that. It's usually a good idea to attempt to use Protect a second time in order to stop Azumarill from taking any extra damage. Even though it's likely to fail, there's very little else Azumarill can do in this situation, since it's facing a Pokemon that's just about to be KOed. Once the Perish Song counter is on its last turn, simply switch to something that can take the opposing Pokemon's last move. If you don't need to trap anything, don't hesitate to send Azumarill in on Pokemon it walls such as Greninja, Kartana, and Tapu Bulu. Azumarill hates being statused and dislikes losing its item, so avoid keeping it in on Pokemon that commonly carry Toxic, Will-O-Wisp, or Knock Off. However, don't be afraid to do so if it means trapping a troublesome Pokemon such as Toxapex if Azumarill will not be needed too much for the rest of the battle. Entry hazards should be off the field before you send Azumarill in; Toxic Spikes are especially troublesome. Azumarill isn't particularly bulky and lacks reliable recovery, so make sure to keep it healthy throughout the match, especially if you need it to trap something.
Team Options
========
Azumarill works well on bulky offensive teams that seek a way to lure Toxapex, Ferrothorn, and Mega Venusaur. As such, offensive Pokemon that struggle with these such as Battle Bond Greninja, Shift Gear Magearna, Mega Mawile, and Tapu Koko serve as good partners. It can also be a good fit on defensively oriented teams, which tend to be weak to Kartana and Mega Charizard Y. This is especially true if you need something that can perform well against opposing defensive teams, since Azumarill's trapping abilities can let it pick off opposing walls that struggle to do much back to it. Specifically, defensive teams that rely on entry hazard stacking and phazing can make good use of Azumarill, as it can trap certain hazard removers and use Perish Song to get rid of the last Pokemon on the opposing team, which is something that Roar and Whirlwind cannot do. Wish support from something like Unaware Clefable can really help Azumarill's longevity issues; however, it has some trouble actually receiving these wishes because its bulk, while good, isn't stellar by OU standards. Azumarill gets worn down very easily, so it probably shouldn't be your team's only answer to Pokemon like Greninja and Keldeo. As such, it should be paired up with something that can take them on decently such as Tapu Bulu or Mega Venusaur. Heal Bell support is also quite useful because Azumarill is very vulnerable to status. This is especially true if using Rest. Make sure to pair Azumarill up with a hazard remover, since it hates being worn down by Spikes and Stealth Rock. Toxic Spikes are absolutely imperative to remove from the field if you want to send Azumarill in, as it cannot do its job at all if it's poisoned. This is especially true because Ferrothorn and Toxapex will almost certainly try to lay down hazards as Azumarill traps them, so they will need to be removed if Azumarill wants to switch back in later. Azumarill is very vulnerable to Electric-types, so a good check to those such as Ferrothorn or Choice Scarf Landorus-T can work as an effective partner. Kyurem-B is also very difficult for Azumarill to deal with, so carry a good check to it like Assault Vest Magearna, Mega Scizor, or Chansey. Make sure that there are Pokemon on your team that can switch relatively safely into the Pokemon you want to trap once, since you will need to do this on the last turn of Perish Song. For instance, if you plan on trapping Celesteela with it, you at least need something that can take its Heavy Slam and Flamethower well. Azumarill can get overloaded pretty easily by strong wallbreakers that don't need to set up, such as Mega Mawile, Mega Pinsir, and Choice Band Tyranitar, so make sure you pack something that can deal with them such as Landorus-T or Hippowdon.
name: Perish Trap
move 1: Perish Song
move 2: Whirlpool
move 3: Protect
move 4: Toxic / Hidden Power Fire
item: Leftovers / Iapapa Berry
ability: Sap Sipper
nature: Calm
evs: 252 HP / 228 SpD / 28 Spe
[SET COMMENTS]
Moves
========
Perish Song enables Azumarill to permanently remove opposing Pokemon and neuter setup sweepers by forcing them to switch out. Whirlpool is used in order to prevent opposing Pokemon from switching out, thus guaranteeing that Perish Song will take them out as long as Azumarill can survive until its last turn. It also deals chip damage, which can be useful for wearing down Pokemon that can force it out. Protect is essential in order to use up Perish Song turns in order to trap Pokemon more effectively. It's also very useful for gaining extra Leftovers recovery as well as racking up chip Whirlpool and Toxic damage against Pokemon that can force Azumarill out. Additionally, it can scout Choice item users such as Tapu Koko, Tapu Lele, and Landorus-T, as well as Z-Moves such as Hydro Vortex from Greninja and Corkscrew Crash from Heatran. Toxic helps cripple Pokemon that may switch into Azumarill in order to force it out, such as Tapu Koko and Kyurem-B. However, Hidden Power Fire can be used instead in order to guarantee an OHKO on Kartana, which can otherwise break past Azumarill if it runs Smart Strike and can deal massive damage to whatever is sent in against it on the last turn of Perish Song. Rest can be used in order to give Azumarill instant recovery and a way to heal status; however, it renders Azumarill extremely vulnerable until it wakes up, at which point it is likely to be very low on health again. Knock Off is also a decent option that cripples the likes of Celesteela and can remove Skarmory's Shed Shell so that it can be trapped. It can also remove the offensive items of Pokemon Azumarill is trapping so that it takes less damage from their attacks. However, it is generally inferior to Toxic in terms of utility.
Set Details
========
28 Speed EVs enable Azumarill to outspeed Celesteela, potentially getting an emergency Perish Song, Rest, or Knock Off off against it before being hit by Heavy Slam. The rest is placed in special bulk in order to easily switch into Volcarona and Battle Bond Greninja, which are key threats that Azumarill's typing enables it to check. It also helps against Mega Charizard Y, Heatran, and Blacephalon. Physical bulk can be used in order to more easily switch into Kartana, Mega Charizard X, and Weavile. However, Azumarill already handles the former quite well, especially if running HP Fire, while the latter two aren't particularly common. A spread of 252 HP / 96 Def / 132 SpD / 28 Spe with a Bold nature prevents a 2HKO from Kartana's Smart Strike and a 3HKO from Celesteela's Heavy Slam, but this spread misses out on a lot of special bulk, making it a shakier Greninja counter. Leftovers is the item of choice because it increases Azumarill's longevity, especially when combined with Protect, and passive recovery is particularly important given its lack of reliable recovery. An Iapapa Berry can be used in order to give Azumarill more instant recovery, enabling it to take strong hits better. A Chesto Berry can be used alongside Rest for the same reasons, with the added benefit of curing status. Both of these options are much better at bluffing an offensive set due to the lack of Leftovers recovery. However, Leftovers is still the best item for this set. Azumarill is required to stay in a few turns if it wants to trap something, which makes Leftovers generally more efficient, and Leftovers also has much better synergy with Protect. Sap Sipper is very important to this set, as it enables Azumarill to counter Pokemon that rely on Grass-type coverage in order to beat it, such as Kartana, Ferrothorn, Tapu Bulu, and Tangrowth. It also protects against Celesteela's Leech Seed.
Usage Tips
========
Azumarill lures and traps troublesome defensive Pokemon that typically switch into it such as Toxapex, Ferrothorn, and Tangrowth. Thus, avoid taking chip damage so as to not reveal Azumarill's set before trapping them. Azumarill should always use Whirlpool if you think the opponent is going to send something that can be trapped. Anything else can prompt the foe to immediately switch out so in order to avoid getting trapped. Once a Pokemon has been trapped by Whirlpool, immediately use Perish Song to put it on a timer, and use Protect the turn after that. It's usually a good idea to attempt to use Protect a second time in order to stop Azumarill from taking any extra damage. Even though it's likely to fail, there's very little else Azumarill can do in this situation, since it's facing a Pokemon that's just about to be KOed. Once the Perish Song counter is on its last turn, simply switch to something that can take the opposing Pokemon's last move. If you don't need to trap anything, don't hesitate to send Azumarill in on Pokemon it walls such as Greninja, Kartana, and Tapu Bulu. Azumarill hates being statused and dislikes losing its item, so avoid keeping it in on Pokemon that commonly carry Toxic, Will-O-Wisp, or Knock Off. However, don't be afraid to do so if it means trapping a troublesome Pokemon such as Toxapex if Azumarill will not be needed too much for the rest of the battle. Entry hazards should be off the field before you send Azumarill in; Toxic Spikes are especially troublesome. Azumarill isn't particularly bulky and lacks reliable recovery, so make sure to keep it healthy throughout the match, especially if you need it to trap something.
Team Options
========
Azumarill works well on bulky offensive teams that seek a way to lure Toxapex, Ferrothorn, and Mega Venusaur. As such, offensive Pokemon that struggle with these such as Battle Bond Greninja, Shift Gear Magearna, Mega Mawile, and Tapu Koko serve as good partners. It can also be a good fit on defensively oriented teams, which tend to be weak to Kartana and Mega Charizard Y. This is especially true if you need something that can perform well against opposing defensive teams, since Azumarill's trapping abilities can let it pick off opposing walls that struggle to do much back to it. Specifically, defensive teams that rely on entry hazard stacking and phazing can make good use of Azumarill, as it can trap certain hazard removers and use Perish Song to get rid of the last Pokemon on the opposing team, which is something that Roar and Whirlwind cannot do. Wish support from something like Unaware Clefable can really help Azumarill's longevity issues; however, it has some trouble actually receiving these wishes because its bulk, while good, isn't stellar by OU standards. Azumarill gets worn down very easily, so it probably shouldn't be your team's only answer to Pokemon like Greninja and Keldeo. As such, it should be paired up with something that can take them on decently such as Tapu Bulu or Mega Venusaur. Heal Bell support is also quite useful because Azumarill is very vulnerable to status. This is especially true if using Rest. Make sure to pair Azumarill up with a hazard remover, since it hates being worn down by Spikes and Stealth Rock. Toxic Spikes are absolutely imperative to remove from the field if you want to send Azumarill in, as it cannot do its job at all if it's poisoned. This is especially true because Ferrothorn and Toxapex will almost certainly try to lay down hazards as Azumarill traps them, so they will need to be removed if Azumarill wants to switch back in later. Azumarill is very vulnerable to Electric-types, so a good check to those such as Ferrothorn or Choice Scarf Landorus-T can work as an effective partner. Kyurem-B is also very difficult for Azumarill to deal with, so carry a good check to it like Assault Vest Magearna, Mega Scizor, or Chansey. Make sure that there are Pokemon on your team that can switch relatively safely into the Pokemon you want to trap once, since you will need to do this on the last turn of Perish Song. For instance, if you plan on trapping Celesteela with it, you at least need something that can take its Heavy Slam and Flamethower well. Azumarill can get overloaded pretty easily by strong wallbreakers that don't need to set up, such as Mega Mawile, Mega Pinsir, and Choice Band Tyranitar, so make sure you pack something that can deal with them such as Landorus-T or Hippowdon.
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