Doubles Azumarill

Electrolyte

Wouldn't Wanna Know
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approved by Mizuhime


Azumarill
QC: [Audiosurfer, Lolkomori, Nollan]
GP: [GatoDelFuego, blitzlefan]

Overview
########

Azumarill's Water / Fairy retyping was extremely beneficial for it, as it gained a slew of useful resistances and a great STAB combination that few Pokemon resist. Only three common Pokemon resist Azumarill's STAB combination: Mega Venusaur, Amoonguss, and Ferrothorn, with the latter two hit hard by its coverage moves. Coupled with the power boost it gets from its ability and its solid attacking options, Azumarill is a fairly bulky Water-type pivot that is capable of dealing serious damage. Unfortunately, despite its access to Aqua Jet, its poor Speed stat holds it back somewhat, ensuring that in an offensive environment, it almost always moves last. This makes it fairly easy to check, as there are quite a few Pokemon that can outspeed Azumarill, sponge an Aqua Jet, and deal serious damage to it. Azumarill is also susceptible to Intimidate and the burn status, both of which severely reduce its attacking capabilities. All in all though, Azumarill will definitely make an impact on many of the games that it is a part of.


Physical Attacker
########
name: Megabus
move 1: Play Rough
move 2: Waterfall / Belly Drum
move 3: Aqua Jet
move 4: Protect
ability: Huge Power
item: Sitrus Berry
evs: 164 HP / 252 Atk / 92 Spe
nature: Adamant

Moves
========

Play Rough, a powerful 90 Base Power attack (135 Base Power after STAB), is the main attack for this set. When coming off of Azumarill's immense Attack, it easily makes short work of many unprepared teams, and its ability to lower the opponent's Attack stat can be very useful at times. Waterfall is the secondary Water-type STAB attack that has near-perfect coverage with Play Rough. It has better accuracy than Play Rough and almost as much power, and is generally a more reliable move. Belly Drum can be used in this slot instead, giving Azumarill a high risk, high reward setup move that will quickly enable it to deal even more damage than before. With adequate team support, Azumarill can use this move to boost its Attack to insane levels and easily OHKO many opponents. Aqua Jet rounds off Azumarill's offensive arsenal by quickly taking down weakened foes, making up for its middling Speed stat and helping it function as a great revenge killer. Protect is the last move, and allows Azumarill to protect itself from an opposing attack and buy time for its partner to execute attacks. It also guards Azumarill against its partner's spread moves and stalls out opposing field effects.

Set Details
========

Maximum Attack investment is used to make Azumarill as powerful as possible, while enough Speed investment to outpace 0 Spe Tyranitar and below gives it the ability to tackle most bulkier tanks without sacrificing too much bulk or power. The rest of the EVs are stashed into HP for rounded bulk. Sitrus Berry is used to give Azumarill a bit more longevity, healing 25% of its HP once it's whittled down to below 50%, helping it recover from Belly Drum. Azumarill's natural bulk allows it to survive most neutral attacks, and the Sitrus Berry can often turn 2HKOs into 3HKOs by boosting Azumarill's total usable HP. Lum Berry can also be used to help Azumarill heal off status conditions if necessary. A spread of 252 HP / 252 Atk / 4 Def is preferred for the Belly Drum route, which would appreciate the extra bulk to successfully pull off this costly set up.

Usage Tips
========

Due to its below-average Speed, Azumarill really requires partner support in order to shine. It needs a good partner to buy it time and bulk while it dishes out powerful attacks and sets up, though its natural bulk can allow it to sponge a few neutral hits. In general, it should be brought in against Dragon- and Fighting-types that it can defeat relatively easily or to revenge kill weakened opponents. Due to its typing advantage, it's a good idea to use Azumarill to bait common Intimidate users such as Hitmontop, Landorus-T, and Scrafty and KO them with super effective STAB moves. It's generally best to play Azumarill as a hit-and-run attacker (unless it's running Belly Drum) due to its low Speed and high attack power. It isn't really as much of a flat-out sweeper as it is a revenge killer and pivot.

Team Options
========

Hitmontop is a great partner for Azumarill, as Fake Out and Intimidate buy it a lot of time and bulk, increasing its longevity. Hitmontop also has Wide Guard, which is useful in stopping opposing Discharge users. Other Intimidate users such as Scrafty and Landorus-T are great partners as well. Partners that can target Electric-, Poison-, and Grass-types are really useful to help cover Azumarill's weaknesses. Ground-types are notable partners as Earthquake can target multiple threats at once while Azumarill uses Protect. Azumarill loves the company of status users: it greatly appreciates paralysis support as well as the free turns it can get from a partner's Spore. Rage Powder/Follow Me users are vital for Azumarill's success should it use Belly Drum, as they can redirect attacks and give it the valuable window it needs to set up safely. Amoonguss is a notable user as it walls Electric-types and can spread status, but unfortunately, it can't do much against Grass-types. This set could also work well with Trick Room, as Azumarill's low Speed makes it very fast while the field effect is active. If run with Trick Room support, Azumarill should use a Brave nature with minimum Speed investment. Dual screens users are helpful as they increase Azumarill's bulk, allowing it an easier setting up. Helping Hand users can boost Azumarill's power, helping it reach some key KOs and revenge kill a greater number of Pokemon. Jirachi is an awesome partner because it can provide Azumarill with Follow Me, Trick Room, Helping Hand, Speed control, and dual screens support, while also walling Grass- and Poison-types. Azumarill in turn can handle Fire-, Dark-, and Ground-types that threaten Jirachi.


Choice Band
########
name: Choice Band
move 1: Aqua Jet
move 2: Play Rough
move 3: Waterfall
move 4: Ice Punch / Superpower
ability: Huge Power
item: Choice Band
evs: 164 HP / 252 Atk / 92 Spe
nature: Adamant

Moves
========

While it may not be Azumarill's main STAB attack of choice, Aqua Jet is arguably one of the most important moves on its Choice Band set. As a priority move, it remedies Azumarill's poor Speed stat and helps chip off HP from weakened opponents. Aqua Jet has decent power, letting Azumarill take down even mildly weakened opponents and making it a very reliable revenge killer. Play Rough and Waterfall are next on the list as Azumarill's main STAB attacks. Both hit with a lot of power, have good coverage, and have useful secondary effects. When Azumarill holds a Choice Band, few Pokemon can sponge multiple attacks from it unless they resist its chosen move. The last slot is only for coverage on specific threats, as Azumarill's STAB moves do more damage most of the time. Ice Punch hits Grass-types, most notably Amoonguss, which would otherwise wall this set. Superpower smacks Steel-types, namely Ferrothorn, and OHKOes Mega Kangaskhan. However, it's riskier to be locked into Superpower, so it should only be used in those specific situations.

Set Details
========

Choice Band is used to grant an immediate boost to Azumarill's Attack stat, giving it explosive power and the ability to revenge kill a much wider range of opponents. Maximum Attack investment and an Adamant nature make Azumarill as powerful as possible, and the Speed EVs let it outspeed uninvested base 61s and below, beating key threats such as Tyranitar. The remaining EVs are put into HP for additional bulk.

Usage Tips
========

In contrast with the Belly Drum set, this set's purpose is to deal as much damage as possible as quickly as possible without the need to set up first. Azumarill's powerful Aqua Jet makes it a powerful revenge killer capable of taking down a lot of neutral targets with moderate health. Due to its destructive nature, it is possible to play a little more recklessly with this set and let it punch major holes in opposing teams. Be careful, however, as this set is a lot more vulnerable to offensive strategies than the Belly Drum set is. It simply needs to take advantage of opportunities presented to fire off powerful STAB attacks at its opponents. A hit-and-run playstyle can also be used to great effect. As with all Choice-locked Pokemon, partner support is key to cover for Azumarill's weaknesses once its job is done and to ward off potential counters.

Team Options
========

The Choice Band set relies heavily on partner support. Because Azumarill is susceptible to opposing type advantages after revealing its set, teammates that can tackle Grass-, Steel-, and Poison-types are highly recommended. Fire-types are great partners, and Heatran in particular supports Azumarill well with its powerful Heat Wave, blasting away Steel- and Grass-types that Azumarill lures in. Trick Room setters are also great partners for this set, as the field effect helps mitigate Azumarill's low Speed. Heatran again pairs particularly well with Azumarill in Trick Room, and together they make a very capable offensive core. Azumarill can aid Fire-types by warding off Ground-, Rock-, Dragon-, and Fire-types. Partners that can handle Electric-types are great as well. Ground-types such as Landorus-T help take down Electric- and Steel-types, and can use Intimidate to lower the opponents' Attack. This set doesn't require setup opportunities, but it does appreciate lures that buy it opportunities to hit hard. Dual screens setters are helpful as they increase Azumarill's bulk, making it easier to switch in and out. Helping Hand users can boost Azumarill's power and help it reach some key KOs and revenge kill a greater number of Pokemon. Jirachi provides Azumarill with lots of useful support, as it walls Grass- and Poison-type opponents and can offer Follow Me, dual screens, Helping Hand, Trick Room, and speed control support. Keep in mind that due to this set's lack of Protect, it is susceptible to its partner's spread moves.


Other Options
########

Azumarill has a few other options it can use. Splash or Pixie Plate can be used to slightly boost the power of Azumarill's STAB attacks. Leftovers can be used in tandem with Substitute, whereas Life Orb can be used for a significant power boost at the cost of recoil damage. Knock Off is good coverage move against Ghost-types and removes opposing items. Encore is an option to buy opportunities for Azumarill to set up. Aqua Tail can be used instead of Waterfall for more power at the cost of accuracy and the flinch chance. Finally, Azumarill can use Helping Hand to aid its partner.


Checks & Counters
########

**Grass-types**: Venusaur, Amoonguss, and Ferrothorn all resist Azumarill's STAB attacks and can cripple it with status or take it down with Grass-type attacks. Venusaur gets a special mention as it is neutral to Azumarill's coverage moves. Pokemon with Grass-type coverage moves can check Azumarill as well; for example, Mega Charizard Y can weaken its Water-type attacks with Drought and KO it with Solarbeam.

**Bulky Water-types**: Bulky Water-types such as Suicune and Jellicent can wall Azumarill and burn it with Scald. Rotom-W gets a special mention as it can KO Azumarill with its Electric-type attacks or simply burn it with Will-O-Wisp.

**Faster Pokemon**: Faster Pokemon that can take an Aqua Jet and deal lots of damage back are good checks. Thundurus-T is a great example, as it can deal a lot of damage with its powerful, super effective Thunderbolt. Shaymin-S is a good counter as well, easily sponging an Aqua Jet and OHKOing with Seed Flare. Generally, Pokemon with adequate amounts of bulk, no weakness to Water-type attacks, and powerful, moderately fast attacks fall into this category.

**Status**: Azumarill is shut down by almost all forms of status. Burns cripple it beyond repair and paralysis severely hinders its usefulness, especially in times where its Aqua Jet is crucial. Toxic isn't as annoying but due to the prevalence of Protect stalling and Azumarill's lack of recovery, it can quickly wear Azumarill down.

**Intimidate**: Although Azumarill can hit most Intimidate users hard, their ability to lower Azumarill's Attack can be very annoying if said Intimidate user is played very actively. Pokemon such as Hitmontop and Landorus-T can pivot in and out and gradually lower Azumarill's Attack stat until it is no longer a threat. Mawile also has the advantage of being able to hit it fairly hard with Iron Head. However, many Intimidate users such as Landorus-T and Scrafty have to be careful when switching in because they are weak to Azumarill's STAB moves.

**Indirect Damage**: Azumarill isn't particularly powerful, but it lacks recovery, making it relatively easy to wear down. It is susceptible to all kinds of weather and takes noticeable damage from Pokemon with Iron Barbs and Rough Skin. The fact that it already has to sponge a few hits due to its low Speed severely cuts down on its longevity.


Overview
########
  • XY retyping was extremely beneficial for Azumarill. Fairy / Water gives it a slew of useful resistances and the ability to hit with great coverage that few Pokemon resist. Because of this, only three common Pokemon resist Azumarill's STAB combination--Mega Venusaur, Amoonguss, and Ferrothorn, the latter two of which it can hit hard with coverage
  • Coupled with the power boost it gets from its ability and its solid attacking options, Azumarill is a fairly bulky Water-type pivot that is also capable of dealing serious damage.
  • Unfortunately, despite Aqua Jet, its poor Speed stat still holds it back somewhat, ensuring that in an offensive environment, it almost always moves last.
  • This makes it fairly easy to check, as there are quite a few Pokemon that can outspeed Azumarill, sponge an Aqua Jet, and deal serious damage back.
  • Azumarill is also susceptible to Intimidate and burn status, both of which severely reduce its attacking capabilities.
Attacker
########
name: Attacker
move 1: Play Rough
move 2: Waterfall / Belly Drum
move 3: Aqua Jet
move 4: Protect
ability: Huge Power
item: Sitrus Berry
evs: 164 HP / 252 Atk / 92 Spe
nature: Adamant

Moves
========
  • Play Rough is the main STAB attack here. Good base 90 BP (135 after STAB) coming off of Azumarill's immense attack easily puts short work to many unprepared teams. The chance of lowering its opponent's attack stat can also be very useful at times.
  • Waterfall is secondary Water-type STAB that has almost perfect coverage with Play Rough. It also has better accuracy with almost as much power, and is generally a more reliable attack move.
  • Belly Drum can also be used in this slot, giving Azumarill a high risk, high reward setup move that will quickly enable it to deal even more damage than before. With adequate team support, Azumarill can use this move to boost its Attack to insane levels and easily OHKO many opponents.
  • Aqua Jet rounds off Azumarill's offensive arsenal by helping take down weakened foes. This is extremely useful to help make up for Azumarill's middling Speed stat and help it serve as a great revenge killer.
  • Finally, Protect is the last move to let Azumarill protect itself from an opposing attack, buying both itself and its partner time to execute its own attacks. It also guards Azumarill against its partner's spread moves, and stalls out opposing field effects.

Set Details
========
  • Maximum Attack investment is used to make Azumarill as powerful as possible.
  • Just enough speed investment to outpace 0 Spe Tyranitar and below gives Azumarill the ability to tackle most bulkier tanks without having to sacrifice too must investment in bulk or power.
  • The rest of the EVs are stashed into HP for rounded bulk.
  • The Sitrus Berry is used to give Azumarill a bit more longevity, healing 25% of its HP once it's whittled down to below 50%, helping it recover from Belly Drums. Azumarill's natural bulk allows it to survive most neutral attacks, and the Sitrus Berry can often turn 2HKOs into 3HKOs by boosting Azumarill's total usable HP.
  • Lum Berry can also be used to help Azumarill heal off status.
  • A spread of 252 HP / 252 Atk / 4 Def could also work if more bulk is preferred over extra Speed.
Usage Tips
========
  • Due to its below average Speed, Azumarill really requires partner support in order to shine. It needs a good partner to buy it time and bulk while it dishes out its powerful attacks.
  • Its bulk lets it sponge a few neutral hits while it dishes out attacks.
  • Generally it should be brought in against Dragon or Fighting-types that it can defeat relatively easily or to revenge kill weakened opponents.
  • Due to its typing advantage, it's a good idea to use Azumarill to bait in Intimidate users and KO them by hitting them super effectively with its still-powerful STABs.
  • It's generally best to play Azumarill as a more hit-and-run attacker (unless you're using Belly Drum) due to its lower Speed yet high attack power. It isn't really as much of a flat out sweeper as it is a revenge killer and pivot.

Team Options
========
  • Hitmontop is a great partner for Azumarill. Its Fake Out and Intimidate buy Azumarill a lot of time and bulk, increasing its longevity. It also has Wide Guard, which is useful in stopping Discharges. Other Intimidate users such as Scrafty or Landorus-T are good partners as well.
  • Partners that can target Electric, Poison, and Grass-types are also great partners. Ground-types are notable since their Earthquake can target multiple opponents at once while Azumarill Protects.
  • Azumarill loves the company of status abusers. It greatly appreciates paralysis support, and also appreciates the free turns it can get from a partner's Spore.
  • Rage Powder / Follow Me users are also vital for Azumarill's success should it use Belly Drum. They can redirect attacks and give Azumarill the valuable window to set up safely and then proceed to sweep. Amoongus is a notable user here as it walls Electric-types and can also spread status, but unfortunately it can't do much against Grass-types.
  • This set could also work well with Trick Room. If so, then a Brave nature with minimum Speed investment should be used.
  • Dual Screens users are helpful as they increase Azumarill's bulk, making it easier to set up.
  • Helping Hand users can boost Azumarill's power and help it reach some key KOs and revenge a larger spectrum of Pokemon
  • Jirachi is an awesome partner because it can provide Azumarill with Follow Me, Trick Room, Helping Hand, and Dual Screens support, while also offering Speed control support. Azumarill in turn can handle Fire-, Dark-, and Ground-types that threaten Jirachi.

Choice Band
########
name: Choice Band
move 1: Aqua Jet
move 2: Play Rough
move 3: Waterfall
move 4: Ice Punch / Superpower
ability: Huge Power
item: Choice Band
evs: 164 HP / 252 Atk / 92 Spe
nature: Adamant

Moves
========
  • While it may not be Azumarill's main STAB attack of choice, Aqua Jet is arguably one of the most important moves here. As priority, it remedies Azumarill's poorer Speed stat and helps chip off damage from weakened opponents.
  • Aqua Jet is much more important for this set because it makes up for Azumarill's lack of Speed. It also has decent power, letting it take down even mildly weakened opponents, making it a very reliable revenge killer.
  • Play Rough and Waterfall are next on the list as Azumarill's main STAB attacks. Both hit with a lot of power and have good coverage as well as useful secondary effects. When boosted with a Choice Band, few Pokemon can sponge multiple attacks from Azumarill unless they resist its coverage.
  • Play Rough and Waterfall are the other two STABs for this set. Their secondary effects of decreasing attack and flinching, respectively can come in handy.
  • The last slot is for coverage, which is really only meant for specific threats, Azumarill's STABs do more damage most of the time.
  • Ice Punch hits Grass-types, most notably Amoonguss, which would otherwise wall this set.
  • Superpower smacks Steel-types, namely Ferrothorn. It's also the go-to move to hit Mega Kangaskhan, who is OHKO'd by the move. It's riskier to use, however, and should only be used in those situations.

Set Details
========
  • Choice Band is used to immediately boost Azumarill's Attack stat, giving it explosive power and the ability to revenge kill a much wider range of opponents.
  • Max Attack investment makes Azumarill as powerful as possible.
  • The Speed EVs let it outspeed uninvested base 61 Speed and below, beating key threats such as Tyranitar.
  • The remaining EVs are put into HP for bulk.
Usage Tips
========
  • Unlike the Belly Drum set, this sets purpose is to deal as much damage as possible as quickly as possible, dealing powerful hits before needing to set up.
  • Its powerful Aqua Jet makes it a premier revenge killer, capable of taking down a lot of neutral Pokemon even when they still have adequate amounts of health left.
  • Due to its destructive nature, it is ok to play a little more recklessly with this set and let it punch major holes in opposing defenses. Be careful, however, as this set is a lot more vulnerable to offensive strategies than the Belly Drum set.
  • It simply needs to take advantage of opportunities presented to fire off powerful STABs at its opponent.
  • A hit-and-run playstyle can also be used to great effect.
  • Partner support is key, as with all Choice Pokemon, to cover for Azumarill once its job is done and to ward off potential counters.
Team Options
========
  • Just like with the attacking set, the Choice Band set relies heavily on partner support as well.
  • Because it is susceptible to type advantage after the opponent realize that it's choiced, teammates that can tackle Grass, Steel, and Poison-types are highly recommended.
  • Fire-types are great partners. Heatran in particular supports Azumarill well with its powerful Heat Wave, blasting away Steel and Grass-types that Azumarill lures in.
  • Trick Room setters are also great partners for this set, as they help mitigate Azumarill's lower Speed. Heatran again pairs particularly well with Azumarill with this field effect, and together they make a very capable offensive core.
  • Azumarill can aid Fire-types by warding off Ground, Rock, Dragon, and Fire-types.
  • Partners that can handle Electric-types are great as well. Ground-types such as Landorus-T help take down Electric and Steel-types, and can use Intimidate to lower the opponent's attack to help make Azumarill last longer.
  • This set doesn't require setup opportunities like the above set does, but it does appreciate luring partners that buy it opportunities to hit hard.
  • Pretty much same as above set
  • Dual Screens users are helpful as they increase Azumarill's bulk, making it easier to switch in and out more.
  • Helping Hand users can boost Azumarill's power and help it reach some key KOs and revenge a larger spectrum of Pokemon
  • Jirachi provides Azumarill with lots of useful support. It walls Grass- and Poison-type opponents and carries Follow Me, Dual Screens, Helping Hand, Trick Room, and Speed control support.
  • Keep in mind that, due to this set's lack of Protect, it is susceptible to its partner's spread moves.
Other Options
########
  • Splash Plate can be used to boost the power of Azumarill's attacks slightly.
  • Leftovers with Substitute
  • Life Orb for more significant power boost
  • Knock Off is good coverage against Ghost-types, and also removes opposing items
  • Encore to buy opportunities to set up
  • Aqua Tail for more Water-type power at the cost of accuracy and flinch.
  • Bounce can be used to hit Mega Venusaur and Amoonguss
  • Helping Hand

Checks & Counters
########
**Grass-types**: Venusaur, Amoonguss, and Ferrothorn all resist Azumarill's STABs and can cripple it with status or take it down with their Grass-type attacks. Venusaur gets a special mention as it also is just neutral to Azumarill's coverage moves. Pokemon with Grass-type coverage moves can check Azumarill as well. Mega Charizard Y can weaken its Water-type attacks with Drought and KO it with Solarbeam.

**Bulky Water-types**: Bulky Water-types such as Suicune or Jellicent can wall Azumarill as well and burn it with Scald. Rotom-W gets a special mention as it can KO Azumarill with its Electric-type attacks or simply burn it with Will-o-Wisp.

**Faster Pokemon**: Faster Pokemon that can take an Aqua Jet and deal damage back are good checks. Thundurus-T is a great example; it can deal a lot of damage with its powerful super effective Thunderbolt. Shaymin-S is a good counter as well, easily sponging an Aqua Jet and OHKOing with Seed Flare. Generally, things with adequate amounts of bulk, no weakness to Water, and powerful, moderately fast attacks fall into this category.

**Status**: Azumarill is absolute shut down by almost all forms of status. Burns cripple it beyond repair, while paralysis severely hinders its usefulness, especially in times where its Aqua Jet is crucial. Toxic isn't as annoying but due to the prevalence of Protect stalling and Azumarill's lack of recovery, it can quickly get worn down.

**Intimidate**: Although Azumarill can hit most Intimidate users hard, their ability to lower Azumarill's attack can be very annoying if said Intimidater is played very actively. Things like Hitmontop or Landorus can pivot in and out and gradually lower Azumarill's attack stat until it is no longer threatening at all. Mawile also has the advantage of being able to hit it fairy hard with Iron Head. However, many Intimidate users such as Landorus or Scrafty have to be careful switching in because they are weak to Azumarill's STAB moves.

**Indirect Damage**: Azumarill isn't particularly powerful but lacks recovery, making it relatively easy to wear down. It is susceptible to all kinds of weather, and takes noticeable damage from Iron Barbs and Rough Skin Pokemon. The fact that it already has to sponge a few hits due to its low Speed severely cuts down on its longevity.
 
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I think Choice Band could be slashed with Sitrus Berry on the set, or made its own set idk which. its a very effective set that kills pretty much everything that doesnt have solid physical bulk or resists azumarills stabs. great revenge killer with aqua jet, and would run superpower over protect
yeah im not very good at arguing things, but band definitely deserves a slash or its own set imo
 
It would need a new set because of Protect and Belly Drum, unless you want to slash something next to Protect, but they both play differently so the should be separated.
 

Electrolyte

Wouldn't Wanna Know
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I think a Band set should look like this:

Aqua Jet
Play Rough
Waterfall
Superpower
Same Evs / Nature
Choice Band


If nobody objects I'll write it up.
 

Audiosurfer

I'd rather be sleeping
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Superpower should be slashed behind Ice Punch on CB set. Amoonguss hard walls you without Ice Punch and can use Rage Powder to screw with you while Superpower really just hits Ferrothorn which is a lot less relevant.
 
I think that a special mention in the counter section should go to mega venusuar. Taking little damage from any of azumaril's attacks only hurting with switching in on a +6 play rough.
 
This is pretty good from a first glance. Some things that should be added, though, are Lum Berry to the Set Comments of the first set. In Usage Tips of the Choice Band set, say Ice Punch / Superpower are really only for Amoonguss / Ferrothorn because they are really not good moves to be locked into. Other than that, Azumarill should be using its STAB attacks, because they have great coverage already. Add Charizard-Y to checks and counters because it weakens its water stabs (which hurts Azumarills performance even if it is not facing zard), resists play rough, and can do a lot of damage with Solarbeam.

I will go more in depth latah.
 
Overview
  • "and the ability to hit with great coverage that goes relatively unresisted." 'relatively unresisted' doesnt really make much sense lol, just say theres very few mons that resist its coverage
  • Note the main 3 pokemon that deal with azumarill in the overview - mega venusaur, amoonguss and ferrothorn. say that it has to carry certain coverage moves to deal with the latter two, and the first is just a bitch
  • azumarill isnt that bulky, so add something like 'decently' or 'fairly' before bulky in point 2
  • Specify burn when saying status is annoying, as thats the only one that actually makes it weaker
  • last point is fluff, no need for a summary point. just add on to the end of the second point saying that it can break down teams for other mons to clean up, or clean up weakened teams itself thanks to strong priority
Attacker
Moves
  • "Azumarill can use this move to boost its Attack to insane levels and easily OHKO its opponents." this is nitpicking, but id reword this to say it can easily OHKO many opponents, as the way its worded currently implies that it can ohko anything it wants
  • mention protect also stalls out field conditions, such as tailwind, trick room and weather (especially sun)
Set Details
  • no need to specify that maxing attack increases aqua jets power, as it does that for all its moves
  • mention sitrus berry also heals some of the damage from belly drum, so you effectively only lose 25%. also mention that the hp evs make the hp an even number so that belly drum does bring it down to below half for sitrus to activate (an odd hp number would leave it above half hp, therefore not activating sitrus)
  • you could use this in trick room, so state that if you were to use it in tr, you would use brave nature with 0 speed ivs. idk the best ev spread im not good at those
Usage Tips
  • say azumarill is good for either punching holes in the opponents team to open up a sweep by a teammate, or cleaning up lategame once the opponents team is at low health
Team Options
  • scrafty is just as good a partner as hitmontop imo, as it still has the intimidate and fake out to buy time for azumarill, and wide guard isnt that useful since discharge never really sees use anyway
  • mega kangaskhan is a good partner. it has fake out, which is useful for azumarill as already stated, and lures bulky fighting types so azumarill can take them out
  • amoonguss doesnt do well vs grass types. it cant do anything to them while they just target azumarill since rage powder doesnt affect grass types. follow me is a better choice so that those grass types actually cant target azu. togekiss doesnt really mind burns, and takes grass types (electric types are still annoying but they're generally frail so a +6 aqua jet does a lot of damage

Choice Band
Moves
  • not there oO
Set Details
  • the other set isnt really a tank set, and it has the same purpose as the cb set. just that the cb set is more powerful straight away while the attacker set requires a belly drum to get properly powerful
  • aqua jet makes up for its speed on the other set as well, thats not the reason why its more important. with cb equipped, aqua jet is rly fucking strong, and a great revenge killing move. (will go in the moves section when you add that)
  • specify ferrothorn when talking about superpower, as thats the main coverage. also do what lolk said, make sure you say that there is generally no other reason to use your coverage move; stabs are definitely the better choices most of the time, and better to be locked into
  • trick room again (probably better for this set)
Usage Tips
  • great for picking off fairly low health pokemon with aqua jet (below half health for a lot of mons)
  • specify why partner support is so key
  • say that its good for punching massive holes in the opponents team
Team Options
  • mention some trick room setters. tie this to the mention of heatran. using cb azu + eruptran in trick room kills pretty much everything
  • "Keep in mind that, due to this set's lack of Protect, it is susceptible to spread moves." without protect its susceptible to every move lol, not just spread moves
Other Options
  • remove superpower mention as its in the cb set
  • same with ice punch
  • dont even mention power up punch, its incredibly shit on everything that isnt mega kanga
  • mention life orb for a boost to all its attacks with the ability to change moves at the cost of a bit of hp every turn
  • encore can lock something into an undesirable move, forcing a switch and making belly drum easier to set up
  • knock off is good coverage vs ghost and psychic types as well as removing item, but you hit them v hard anyway since they're mostly frail
Checks and Counters
  • mention amoonguss with ferrothorn, as they both completely wall it except for the coverage move, and amoonguss is better/more common
  • say hitmontop and landog have to be careful switching in to a potential super effective stab move
  • "Mawile also has the advantage of being able to hit it fairy hard with Iron Head." - fuck you that is not ok

im not qc so you dont have to listen n_n
 

Electrolyte

Wouldn't Wanna Know
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Done, done, done, done. QC checks? :]

Also
Team Options
  • "Keep in mind that, due to this set's lack of Protect, it is susceptible to spread moves." without protect its susceptible to every move lol, not just spread moves
I meant that it is susceptible to its partner's spread moves (EQ, Discharge, Surf). Fixed.

  • "Mawile also has the advantage of being able to hit it fairy hard with Iron Head." - fuck you that is not ok
LOL that wasn't even intentional, what a boss imo
 

Audiosurfer

I'd rather be sleeping
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please format the checks and counters section properly, it looks like a mess right now. also not sure if this matters but i think a 252/252 spread could be worth mentioning if you use belly drum. again don't know if this is super important but I doubt you'd need the speed as much on the BD set and having as much bulk as possible to live through priority hits and stuff like that seems helpful.

looks good rn though so here you go: QC 1/3
 
This looks really good, just a few nitpicks:

Overview
  • I would note that while it may not have many perfect counters, anything that can outspeed, take an aqua jet, and strike Azumarill hard is a good check. There are many Pokemon in the tier that can do that as well.
Both Sets' Team Options
  • Dual Screens is really nice for both sets because it helps Azumarill set up Belly Drum for the first set, and it allows Azumarill to switch around a lot, which the Choice Band set really needs.
  • Helping Hand allows Azumarill to take out many more threats with Aqua Jet as well as breaking many more walls.
Other Options
  • Helping Hand for stronger teammates
Checks and Counters
  • Any Pokemon that can outspeed, take an aqua jet, and do solid damage back is a reliable check. This includes Thundurus, Rotom-W, Mega Kangaskhan, Mega Pinsir, Mega Scizor, etc.
Do these and I will stamp Electrolyte
 
You don't need to repeat the descriptions of moves in the Set Comments tabs. That section is more for items, natures, abilities, EVs etc.

  • Dual Screens users are helpful as they increase Azumarill's bulk, making it easier to set up.
For the second set, change "easier to set up" to "allows Azumarill to switch in and out more, which a choice band set really appreciates.

  • Unlike the Belly Drum set, this sets purpose is to deal as much damage as possible as quickly as possible, dealing powerful hits before needing to set up.
move this to usage tips.

**Faster Pokemon**: Faster Pokemon that can take an Aqua Jet and deal damage back are good checks.
list examples :O

like las said, mention that the choice band set is much more vulnerable to offensive strategies, not just spread moves.

Sorry these thoughts are kinda scattered, i hope this makes sense.

Do these and QC 2/3
 
Overview
  • "three main counters" is misleading imo. I'd word it more like "three common threats that resist Azumarill's STAB combination", as there are a lot of offensive answers to Azumarill
Attacker
  • Rename to "Physical Attacker", just to be a tad more specific
Moves - Physical Attacker
  • "Finally, Protect is the last move to let Azumarill protect itself from an opposing attack, buying both itself and its partner time to execute its own attacks. It also guards Azumarill against its partner's spread moves, and stalls out opposing field effects." (small grammar fix)
Set Details - Physical Attacker
  • "Enough speed to outpace 0 Spe Tyranitar and below gives Azumarill to tackle most bulkier tanks without having to sacrifice too must investment in speed." -a bit confusing (aka I'm not sure what this is trying to say)
  • The 252 HP spread should probably be 252 HP / 252 Atk / 4 Def, defense being preferred to help against physical priority attacks
Team Options - Physical Attacker
  • Jirachi is probably worth a mention for its ability to redirect Grass-, Electric- and Poison-type attacks with Follow Me and provide Azumarill with Trick Room, Thunder Wave, or Icy Wind support. It also gets Dual Screens and Helping Hand, so it can make use of those options if needed. Azumarill helps Jirachi in return by hitting Ground-, Dark-, and Fire-types hard.
Moves- Choice Band
  • Superpower is also the "go to" slot for Mega Kangaskhan, as it can OHKO when Waterfall and Play Rough are only 2HKOs
Set Details- Choice Band
  • The Spe EVs actually beat base 61 and below, which should be specified as that is Tyranitar's Speed tier
Team Options- Choice Band
  • Jirachi should be mentioned here for similar reasons to the Physical Attacker set
Other Options
  • Remove bulky screens and Double-Edge. None of these are good options on Azumarill due to better options existing (screens is better left to bulky things like Cress, Superpower provides better coverage than Double-Edge, etc)
  • rather than just Leftovers, mention a Substitute set w/ Leftovers here
  • Bounce because it hits Mega Venusaur harder than anything else
This skeleton looks pretty solid, not sure if I'm supposed to give it a third check or not (if Mizuhime could clear that up with me, that would be nice)
 
Last edited:

GatoDelFuego

The Antimonymph of the Internet
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Electrolyte

REMOVE CHANGE COMMENTS

Overview
########

Azumarill's XY retyping was extremely beneficial for it. Its new Fairy / Water typing gives it a slew of useful resistances and the ability to hit with great coverage that few Pokemon resist. Because of this, only three common Pokemon resist Azumarill's STAB combination—Mega Venusaur, Amoonguss, and Ferrothorn, with the latter two of which are hit hard with coverage. Coupled with the power boost it gets from its ability and its solid attacking options, Azumarill is a fairly bulky Water-type pivot that is also capable of dealing serious damage. Unfortunately, despite its access to Aqua Jet, its poor Speed stat still holds it back somewhat, ensuring that in an offensive environment, it almost always moves last. This makes it fairly easy to check, as there are quite a few Pokemon that can outspeed Azumarill, sponge an Aqua Jet, and deal serious damage back. Azumarill is also susceptible to Intimidate and the burn status, both of which severely reduce its attacking capabilities. Still, all in all, Azumarill will definitely be impacting many of the games that it is part of.
Attacker
########
name: Attacker
move 1: Play Rough
move 2: Waterfall / Belly Drum
move 3: Aqua Jet
move 4: Protect
ability: Huge Power
item: Sitrus Berry
evs: 164 HP / 252 Atk / 92 Spe
nature: Adamant

Moves
========

Play Rough, a powerful, 90 Base Power attack (135 Base Power after STAB,) is the main attack for this set. When coming off of Azumarill's immense Attack, it easily makes short work of many unprepared teams. Its ability to lower the opponent's Attack stat can also be very useful at times. Waterfall is the secondary Water-type STAB attack that has almost perfect coverage with Play Rough. It also has better accuracy with almost as much power, and is generally a more reliable attack move. Belly Drum can also be used in this slot, giving Azumarill a high risk, high reward setup move that will quickly enable it to deal even more damage than before. With adequate team support, Azumarill can use this move to boost its Attack to insane levels and easily OHKO many opponents. Aqua Jet rounds off Azumarill's offensive arsenal by taking down weakened foes quickly. This is extremely useful to help make up for Azumarill's middling Speed stat and help it serve as a great revenge killer. Finally, Protect is the last move to let Azumarill protect itself from an opposing attack, buying its partner time to execute their own attacks. It also guards Azumarill against its partner's spread moves, (RC) and stalls out opposing field effects.

Set Details
========

Maximum Attack investment is used to make Azumarill as powerful as possible. Just enough Speed investment to outpace 0 Spe Tyranitar and below gives Azumarill the ability to tackle most bulkier tanks without having to sacrifice too must investment in bulk or power. The rest of the EVs should then be stashed into HP for rounded bulk. Sitrus Berry is used to give Azumarill a bit more longevity, healing 25% of its HP once it's whittled down to below 50%, helping it recover from its Belly Drums. Azumarill's natural bulk allows it to survive most neutral attacks, and the Sitrus Berry can often turn 2HKOs into 3HKOs by boosting Azumarill's total usable HP. Lum Berry can also be used to help Azumarill heal off status if necessary. A spread of 252 HP / 252 Atk / 4 Def could also work if more bulk is preferred over extra Speed.
Usage Tips
========

Due to its below-average Speed, Azumarill really requires partner support in order to shine. It needs a good partner to buy it time and bulk while it dishes out its powerful attacks and sets up, but its natural bulk does let it sponge a few neutral hits while it dishes out attacks. Generally, it should be brought in against Dragon- and Fighting-types that it can defeat relatively easily or to revenge kill weakened opponents. Due to its typing advantage, it's a good idea to use Azumarill to bait in common Intimidate users such as Hitmontop, Landorus-T, and Scrafty and KO them by hitting them super effectively with its still-powerful STAB attacks. It's generally best to play Azumarill as a more hit-and-run attacker (unless you're using Belly Drum) due to its lower Speed yet high attack power. It isn't really as much of a flat-out sweeper as it is a revenge killer and pivot.
Team Options
========

Hitmontop is a great partner for Azumarill. Its Fake Out and Intimidate buy Azumarill a lot of time and bulk, increasing its longevity. It also has Wide Guard, which is useful in stopping opposing Discharge. Other Intimidate users such as Scrafty and Landorus-T are great partners as well. Partners that can target Electric-, Poison-, and Grass-types are also really useful to help cover Azumarill's weaknesses. Ground-types are notable since as their Earthquake can target multiple threats at once while Azumarill uses Protect. Azumarill also loves the company of status abusers. It greatly appreciates paralysis support, and also appreciates the free turns it can get from a partner's Spore. Rage Powder/Follow Me users are also vital for Azumarill's success should it use Belly Drum. They can redirect attacks and give Azumarill the valuable window it needs to set up safely and then proceed to sweep. Amoonguss is a notable user here as it walls Electric-types and can also spread status, but unfortunately it can't do much against Grass-types. This set could also work well with Trick Room, as Azumarill's low Speed makes it very fast while the field effect is up. If it used with Trick Room, a Brave nature with minimum Speed investment should be used. Dual Screens users are helpful as they increase Azumarill's bulk, making it easier to set up. Helping Hand users can boost Azumarill's power and help it reach some key KOs and revenge a larger spectrum of Pokemon. Jirachi is an awesome partner because it can provide Azumarill with Follow Me, Trick Room, Helping Hand, speed control, and Dual Screens support, while also walling Grass- and Poison-types for Azumarill. Azumarill in turn can handle Fire-, Dark-, and Ground-types that threaten Jirachi.

Choice Band
########
name: Choice Band
move 1: Aqua Jet
move 2: Play Rough
move 3: Waterfall
move 4: Ice Punch / Superpower
ability: Huge Power
item: Choice Band
evs: 164 HP / 252 Atk / 92 Spe
nature: Adamant

Moves
========

While it may not be Azumarill's main STAB attack of choice, Aqua Jet is arguably one of the most important moves on its Choice Band set. As priority, it remedies Azumarill's poorer Speed stat and helps chip off damage from weakened opponents. Aqua Jet is much more important for this set because it makes up for Azumarill's lack of Speed. It also has decent power, letting Azumarill take down even mildly weakened opponents, making Azumarill a very reliable revenge killer. Play Rough and Waterfall are next on the list as Azumarill's main STAB attacks. Both hit with a lot of power and have good coverage as well as useful secondary effects. When boosted with a Choice Band, few Pokemon can sponge multiple attacks from Azumarill unless they resist its coverage. The last slot is for coverage, which is really only meant for specific threats, as Azumarill's STABs do more damage most of the time. Ice Punch hits Grass-types, most notably Amoonguss, which would otherwise wall this set. Superpower smacks Steel-types, namely Ferrothorn. It's also the go-to move to hit Mega Kangaskhan, who which is OHKOed by the move. It's riskier to be locked into, however, and should only be used in those specific situations.
Set Details
========

Choice Band is used to immediately boost Azumarill's Attack stat, giving it explosive power and the ability to revenge kill a much wider range of opponents. Maximum Attack investment and an Adamant nature make Azumarill as powerful as possible, while and the Speed EVs let it outspeed uninvested base 61 Speed Pokemon and below, beating key threats such as Tyranitar. The remaining EVs are put into HP for bulk.
Usage Tips
========

Unlike the Belly Drum set, this set's purpose is to deal as much damage as possible as quickly as possible, dealing powerful hits without needing to set up first. Azumarill's powerful Aqua Jet makes it a powerful revenge killer, capable of taking down a lot of neutral Pokemon even when they still have adequate amounts of health left. Due to its destructive nature, it is possible to play a little more recklessly with this set and let it punch major holes in opposing defenses. Be careful, however, as this set is a lot more vulnerable to offensive strategies than the Belly Drum set. It simply needs to take advantage of opportunities presented to fire off powerful STAB attacks at its opponent. A hit-and-run playstyle can also be used to great effect. As with all Choiced Pokemon, partner support is key to cover for Azumarill's weaknesses once its job is done and to ward off potential counters.

Team Options
========

Just like with the attacking set, the Choice Band set relies heavily on partner support. Because Azumarill is susceptible to opposing type advantage after the opponent realizes that it's Choiced, teammates that can tackle Grass-, Steel-, and Poison-types are highly recommended. Fire-types are great partners. Heatran in particular supports Azumarill well with its powerful Heat Wave, blasting away Steel- and Grass-types that Azumarill lures in. Trick Room setters are also great partners for this set, as the field effect helps mitigate Azumarill's lower Speed. Heatran again pairs particularly well with Azumarill with this field effect, and together they make a very capable offensive core. Azumarill can aid Fire-types by warding off Ground-, Rock-, Dragon-, and Fire-types. Partners that can handle Electric-types are great as well. Ground-types such as Landorus-T help take down Electric- and Steel-types, and can use Intimidate to lower the opponent's Attack to help make Azumarill last longer. This set doesn't require setup opportunities like the above set does, but it does appreciate luring partners that buy it opportunities to hit hard. Dual Screens setters are helpful as they increase Azumarill's bulk, making it easier to switch in and out more. Helping Hand users can boost Azumarill's power and help it reach some key KOs and revenge a larger amount spectrum of Pokemon. Jirachi provides Azumarill with lots of useful support. It walls Grass- and Poison-type opponents and carries Follow Me, Dual Screens, Helping Hand, Trick Room, and speed control support. Keep in mind that, due to this set's lack of Protect, it is susceptible to its partner's spread moves.

Other Options
########

Azumarill has a few other options it can use. Splash or Pixie Plate can be used as an item to boost the power of Azumarill's Water-type STAB attacks slightly. Leftovers can be used in tandem with Substitute. Life Orb can be used as an item for more a significant power boost at the cost of recoil. Knock Off is good coverage move against Ghost-types, and also removes opposing items. Encore is an option to buy opportunities for Azumarill to set up. Aqua Tail can be used instead of Waterfall for more Water-type power at the cost of accuracy and the flinch chance. Bounce can be used as coverage to hit Mega Venusaur and Amoonguss. Finally, Azumarill can use Helping Hand to aid its partner.
Checks & Counters
########
**Grass-types**: Venusaur, Amoonguss, and Ferrothorn all resist Azumarill's STAB attacks and can cripple it with status or take it down with their Grass-type attacks. Venusaur gets a special mention as it also is just neutral to Azumarill's coverage moves. Pokemon with Grass-type coverage moves can check Azumarill as well. Mega Charizard Y can weaken its Water-type attacks with Drought and KO it with Solarbeam.

**Bulky Water-types**: Bulky Water-types such as Suicune or Jellicent can wall Azumarill and burn it with Scald. Rotom-W gets a special mention as it can KO Azumarill with its Electric-type attacks or simply burn it with Will-O-Wisp.

**Faster Pokemon**: Faster Pokemon that can take an Aqua Jet and deal lots of damage back are good checks. Thundurus-T is a great example; it can deal a lot of damage with its powerful, super effective Thunderbolt. Shaymin-S is a good counter as well, easily sponging an Aqua Jet and OHKOing with Seed Flare. Generally, things with adequate amounts of bulk, no weakness to Water-type attacks, and powerful, moderately fast attacks fall into this category.

**Status**: Azumarill is absolute shut down by almost all forms of status. Burns cripple it beyond repair, while and paralysis severely hinders its usefulness, especially in times where its Aqua Jet is crucial. Toxic isn't as annoying but due to the prevalence of Protect stalling and Azumarill's lack of recovery, it can quickly get worn down.

**Intimidate**: Although Azumarill can hit most Intimidate users hard, their ability to lower Azumarill's Attack can be very annoying if said Intimidate user is played very actively. Pokemon such as Hitmontop and Landorus-T can pivot in and out and gradually lower Azumarill's Attack stat until it is no longer threatening at all. Mawile also has the advantage of being able to hit it fairly hard with Iron Head. However, many Intimidate users such as Landorus-T or Scrafty have to be careful switching in because they are weak to Azumarill's STAB moves.

**Indirect Damage**: Azumarill isn't particularly powerful but lacks recovery, making it relatively easy to wear down. It is susceptible to all kinds of weather, and takes noticeable damage from Iron Barbs and Rough Skin Pokemon. The fact that it already has to sponge a few hits due to its low Speed severely cuts down on its longevity.

1/2
 
Last edited:

blitzlefan

shake it off!
Overview
########

Azumarill's Water / Fairy retyping was extremely beneficial for it, as it gained a slew of useful resistances and a great STAB combination that few Pokemon resist. Only three common Pokemon resist Azumarill's STAB combination: Mega Venusaur, Amoonguss, and Ferrothorn, with the latter two hit hard by its coverage moves. Coupled with the power boost it gets from its ability and its solid attacking options, Azumarill is a fairly bulky Water-type pivot that is capable of dealing serious damage. Unfortunately, despite its access to Aqua Jet, its poor Speed stat holds it back somewhat, ensuring that in an offensive environment, it almost always moves last. This makes it fairly easy to check, as there are quite a few Pokemon that can outspeed Azumarill, sponge an Aqua Jet, and deal serious damage to it. Azumarill is also susceptible to Intimidate and the burn status, both of which severely reduce its attacking capabilities. All in all though, Azumarill will definitely make an impact on many of the games that it is a part of.


Attacker
########
name: Attacker
move 1: Play Rough
move 2: Waterfall / Belly Drum
move 3: Aqua Jet
move 4: Protect
ability: Huge Power
item: Sitrus Berry
evs: 164 HP / 252 Atk / 92 Spe
nature: Adamant

Moves
========

Play Rough, a powerful 90 Base Power attack (135 Base Power after STAB), is the main attack for this set. When coming off of Azumarill's immense Attack, it easily makes short work of many unprepared teams, and its ability to lower the opponent's Attack stat can be very useful at times. Waterfall is the secondary Water-type STAB attack that has near-perfect coverage with Play Rough. It has better accuracy than Play Rough and almost as much power, and is generally a more reliable move. Belly Drum can be used in this slot instead, giving Azumarill a high risk, high reward setup move that will quickly enable it to deal even more damage than before. With adequate team support, Azumarill can use this move to boost its Attack to insane levels and easily OHKO many opponents. Aqua Jet rounds off Azumarill's offensive arsenal by quickly taking down weakened foes, making up for its middling Speed stat and helping it function as a great revenge killer. Protect is the last move, and allows Azumarill to protect itself from an opposing attack and buy time for its partner to execute attacks. It also guards Azumarill against its partner's spread moves and stalls out opposing field effects.

Set Details
========

Maximum Attack investment is used to make Azumarill as powerful as possible, while enough Speed investment to outpace 0 Spe Tyranitar and below gives it the ability to tackle most bulkier tanks without sacrificing too much bulk or power. The rest of the EVs are stashed into HP for rounded bulk. Sitrus Berry is used to give Azumarill a bit more longevity, healing 25% of its HP once it's whittled down to below 50%, helping it recover from Belly Drum. Azumarill's natural bulk allows it to survive most neutral attacks, and the Sitrus Berry can often turn 2HKOs into 3HKOs by boosting Azumarill's total usable HP. Lum Berry can also be used to help Azumarill heal off status conditions if necessary. A spread of 252 HP / 252 Atk / 4 Def could also work if more bulk is preferred over extra Speed.

Usage Tips
========

Due to its below-average Speed, Azumarill really requires partner support in order to shine. It needs a good partner to buy it time and bulk while it dishes out powerful attacks and sets up, though its natural bulk can allow it to sponge a few neutral hits. In general, it should be brought in against Dragon- and Fighting-types that it can defeat relatively easily or to revenge kill weakened opponents. Due to its typing advantage, it's a good idea to use Azumarill to bait common Intimidate users such as Hitmontop, Landorus-T, and Scrafty and KO them with super effective STAB moves. It's generally best to play Azumarill as a hit-and-run attacker (unless it's running Belly Drum) due to its low Speed and high attack power. It isn't really as much of a flat-out sweeper as it is a revenge killer and pivot.

Team Options
========

Hitmontop is a great partner for Azumarill, as Fake Out and Intimidate buy it a lot of time and bulk, increasing its longevity. Hitmontop also has Wide Guard, which is useful in stopping opposing Discharge users. Other Intimidate users such as Scrafty and Landorus-T are great partners as well. Partners that can target Electric-, Poison-, and Grass-types are really useful to help cover Azumarill's weaknesses. Ground-types are notable partners as Earthquake can target multiple threats at once while Azumarill uses Protect. Azumarill loves the company of status users: it greatly appreciates paralysis support as well as the free turns it can get from a partner's Spore. Rage Powder/Follow Me users are vital for Azumarill's success should it use Belly Drum, as they can redirect attacks and give it the valuable window it needs to set up safely. Amoonguss is a notable user as it walls Electric-types and can spread status, but unfortunately, it can't do much against Grass-types. This set could also work well with Trick Room, as Azumarill's low Speed makes it very fast while the field effect is active. If run with Trick Room support, Azumarill should use a Brave nature with minimum Speed investment. Dual screens users are helpful as they increase Azumarill's bulk, allowing it an easier setting up. Helping Hand users can boost Azumarill's power, helping it reach some key KOs and revenge kill a greater number of Pokemon. Jirachi is an awesome partner because it can provide Azumarill with Follow Me, Trick Room, Helping Hand, Speed control, and dual screens support, while also walling Grass- and Poison-types. Azumarill in turn can handle Fire-, Dark-, and Ground-types that threaten Jirachi.


Choice Band
########
name: Choice Band
move 1: Aqua Jet
move 2: Play Rough
move 3: Waterfall
move 4: Ice Punch / Superpower
ability: Huge Power
item: Choice Band
evs: 164 HP / 252 Atk / 92 Spe
nature: Adamant

Moves
========

While it may not be Azumarill's main STAB attack of choice, Aqua Jet is arguably one of the most important moves on its Choice Band set. As a priority move, it remedies Azumarill's poor Speed stat and helps chip off HP from weakened opponents. Aqua Jet has decent power, letting Azumarill take down even mildly weakened opponents and making it a very reliable revenge killer. Play Rough and Waterfall are next on the list as Azumarill's main STAB attacks. Both hit with a lot of power, have good coverage, and have useful secondary effects. When Azumarill holds a Choice Band, few Pokemon can sponge multiple attacks from it unless they resist its chosen move. The last slot is only for coverage on specific threats, as Azumarill's STAB moves do more damage most of the time. Ice Punch hits Grass-types, most notably Amoonguss, which would otherwise wall this set. Superpower smacks Steel-types, namely Ferrothorn, and OHKOes Mega Kangaskhan. However, it's riskier to be locked into Superpower, so it should only be used in those specific situations.

Set Details
========

Choice Band is used to grant an immediate boost to Azumarill's Attack stat, giving it explosive power and the ability to revenge kill a much wider range of opponents. Maximum Attack investment and an Adamant nature make Azumarill as powerful as possible, and the Speed EVs let it outspeed uninvested base 61s and below, beating key threats such as Tyranitar. The remaining EVs are put into HP for additional bulk.

Usage Tips
========

In contrast with the Belly Drum set, this set's purpose is to deal as much damage as possible as quickly as possible without the need to set up first. Azumarill's powerful Aqua Jet makes it a powerful revenge killer capable of taking down a lot of neutral targets with moderate health. Due to its destructive nature, it is possible to play a little more recklessly with this set and let it punch major holes in opposing teams. Be careful, however, as this set is a lot more vulnerable to offensive strategies than the Belly Drum set is. It simply needs to take advantage of opportunities presented to fire off powerful STAB attacks at its opponents. A hit-and-run playstyle can also be used to great effect. As with all Choice-locked Pokemon, partner support is key to cover for Azumarill's weaknesses once its job is done and to ward off potential counters.

Team Options
========

The Choice Band set relies heavily on partner support. Because Azumarill is susceptible to opposing type advantages after revealing its set, teammates that can tackle Grass-, Steel-, and Poison-types are highly recommended. Fire-types are great partners, and Heatran in particular supports Azumarill well with its powerful Heat Wave, blasting away Steel- and Grass-types that Azumarill lures in. Trick Room setters are also great partners for this set, as the field effect helps mitigate Azumarill's low Speed. Heatran again pairs particularly well with Azumarill in Trick Room, and together they make a very capable offensive core. Azumarill can aid Fire-types by warding off Ground-, Rock-, Dragon-, and Fire-types. Partners that can handle Electric-types are great as well. Ground-types such as Landorus-T help take down Electric- and Steel-types, and can use Intimidate to lower the opponents' Attack. This set doesn't require setup opportunities, but it does appreciate lures that buy it opportunities to hit hard. Dual screens setters are helpful as they increase Azumarill's bulk, making it easier to switch in and out. Helping Hand users can boost Azumarill's power and help it reach some key KOs and revenge kill a greater number of Pokemon. Jirachi provides Azumarill with lots of useful support, as it walls Grass- and Poison-type opponents and can offer Follow Me, dual screens, Helping Hand, Trick Room, and speed control support. Keep in mind that due to this set's lack of Protect, it is susceptible to its partner's spread moves.


Other Options
########

Azumarill has a few other options it can use. Splash or Pixie Plate can be used to slightly boost the power of Azumarill's STAB attacks. Leftovers can be used in tandem with Substitute, whereas Life Orb can be used for a significant power boost at the cost of recoil damage. Knock Off is good coverage move against Ghost-types and removes opposing items. Encore is an option to buy opportunities for Azumarill to set up. Aqua Tail can be used instead of Waterfall for more power at the cost of accuracy and the flinch chance. Finally, Azumarill can use Helping Hand to aid its partner.


Checks & Counters
########

**Grass-types**: Venusaur, Amoonguss, and Ferrothorn all resist Azumarill's STAB attacks and can cripple it with status or take it down with Grass-type attacks. Venusaur gets a special mention as it is neutral to Azumarill's coverage moves. Pokemon with Grass-type coverage moves can check Azumarill as well; for example, Mega Charizard Y can weaken its Water-type attacks with Drought and KO it with Solarbeam.

**Bulky Water-types**: Bulky Water-types such as Suicune and Jellicent can wall Azumarill and burn it with Scald. Rotom-W gets a special mention as it can KO Azumarill with its Electric-type attacks or simply burn it with Will-O-Wisp.

**Faster Pokemon**: Faster Pokemon that can take an Aqua Jet and deal lots of damage back are good checks. Thundurus-T is a great example, as it can deal a lot of damage with its powerful, super effective Thunderbolt. Shaymin-S is a good counter as well, easily sponging an Aqua Jet and OHKOing with Seed Flare. Generally, Pokemon with adequate amounts of bulk, no weakness to Water-type attacks, and powerful, moderately fast attacks fall into this category.

**Status**: Azumarill is shut down by almost all forms of status. Burns cripple it beyond repair and paralysis severely hinders its usefulness, especially in times where its Aqua Jet is crucial. Toxic isn't as annoying but due to the prevalence of Protect stalling and Azumarill's lack of recovery, it can quickly wear Azumarill down.

**Intimidate**: Although Azumarill can hit most Intimidate users hard, their ability to lower Azumarill's Attack can be very annoying if said Intimidate user is played very actively. Pokemon such as Hitmontop and Landorus-T can pivot in and out and gradually lower Azumarill's Attack stat until it is no longer a threat. Mawile also has the advantage of being able to hit it fairly hard with Iron Head. However, many Intimidate users such as Landorus-T and Scrafty have to be careful when switching in because they are weak to Azumarill's STAB moves.

**Indirect Damage**: Azumarill isn't particularly powerful, but it lacks recovery, making it relatively easy to wear down. It is susceptible to all kinds of weather and takes noticeable damage from Pokemon with Iron Barbs and Rough Skin. The fact that it already has to sponge a few hits due to its low Speed severely cuts down on its longevity.


Overview
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Azumarill's XYWater / Fairy retyping was extremely beneficial for it. Its new Fairy / Water typing gives it, as it gained a slew of useful resistances and the ability to hit with great STAB coveragembination that few Pokemon resist. Because of this, oOnly three common Pokemon resist Azumarill's STAB combination—: Mega Venusaur, Amoonguss, and Ferrothorn, with the latter two hit hard withby its coverage moves. Coupled with the power boost it gets from its ability and its solid attacking options, Azumarill is a fairly bulky Water-type pivot that is also capable of dealing serious damage. Unfortunately, despite its access to Aqua Jet, its poor Speed stat still holds it back somewhat, ensuring that in an offensive environment, it almost always moves last. This makes it fairly easy to check, as there are quite a few Pokemon that can outspeed Azumarill, sponge an Aqua Jet, and deal serious damage backto it. Azumarill is also susceptible to Intimidate and the burn status, both of which severely reduce its attacking capabilities. Still, aAll in all though, Azumarill will definitely bmake an impacting on many of the games that it is a part of.


Attacker
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name: Attacker
move 1: Play Rough
move 2: Waterfall / Belly Drum
move 3: Aqua Jet
move 4: Protect
ability: Huge Power
item: Sitrus Berry
evs: 164 HP / 252 Atk / 92 Spe
nature: Adamant

Moves
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Play Rough, a powerful, 90 Base Power attack (135 Base Power after STAB),) is the main attack for this set. When coming off of Azumarill's immense Attack, it easily makes short work of many unprepared teams. I, and its ability to lower the opponent's Attack stat can also be very useful at times. Waterfall is the secondary Water-type STAB attack that has almost near-perfect coverage with Play Rough. It also has better accuracy withan Play Rough and almost as much power, and is generally a more reliable move. Belly Drum can also be used in this slot instead, giving Azumarill a high risk, high reward setup move that will quickly enable it to deal even more damage than before. With adequate team support, Azumarill can use this move to boost its Attack to insane levels and easily OHKO many opponents. Aqua Jet rounds off Azumarill's offensive arsenal by quickly taking down weakened foes quickly. This is extremely useful to help, makeing up for Azumarill'its middling Speed stat and helping it servefunction as a great revenge killer. Finally, Protect is the last move to let, and allows Azumarill to protect itself from an opposing attack, and buying time for its partner time to execute their own attacks. It also guards Azumarill against its partner's spread moves, and stalls out opposing field effects.

Set Details
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Maximum Attack investment is used to make Azumarill as powerful as possible. Just, while enough Speed investment to outpace 0 Spe Tyranitar and below gives Azumarillit the ability to tackle most bulkier tanks without having to sacrificeing too must investment inch bulk or power. The rest of the EVs should then bare stashed into HP for rounded bulk. Sitrus Berry is used to give Azumarill a bit more longevity, healing 25% of its HP once it's whittled down to below 50%, helping it recover from its Belly Drums. Azumarill's natural bulk allows it to survive most neutral attacks, and the Sitrus Berry can often turn 2HKOs into 3HKOs by boosting Azumarill's total usable HP. Lum Berry can also be used to help Azumarill heal off status conditions if necessary. A spread of 252 HP / 252 Atk / 4 Def could also work if more bulk is preferred over extra Speed.

Usage Tips
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Due to its below-average Speed, Azumarill really requires partner support in order to shine. It needs a good partner to buy it time and bulk while it dishes out its powerful attacks and sets up, butthough its natural bulk does letcan allow it to sponge a few neutral hits while it dishes out attacks. G. In generally, it should be brought in against Dragon- and Fighting-types that it can defeat relatively easily or to revenge kill weakened opponents. Due to its typing advantage, it's a good idea to use Azumarill to bait in common Intimidate users such as Hitmontop, Landorus-T, and Scrafty and KO them by hwitting them super effectively with its still-powerful STAB attackmoves. It's generally best to play Azumarill as a more hit-and-run attacker (unless you're usit's running Belly Drum) due to its lower Speed yetand high attack power. It isn't really as much of a flat-out sweeper as it is a revenge killer and pivot.

Team Options
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Hitmontop is a great partner for Azumarill. It, as Fake Out and Intimidate buy Azumarillit a lot of time and bulk, increasing its longevity. ItHitmontop also has Wide Guard, which is useful in stopping opposing Discharge users. Other Intimidate users such as Scrafty and Landorus-T are great partners as well. Partners that can target Electric-, Poison-, and Grass-types are also really useful to help cover Azumarill's weaknesses. Ground-types are notable as theirpartners as Earthquake can target multiple threats at once while Azumarill uses Protect. Azumarill also loves the company of status users. I: it greatly appreciates paralysis support, and alsos well appreciates the free turns it can get from a partner's Spore. Rage Powder/Follow Me users are also vital for Azumarill's success should it use Belly Drum. T, as they can redirect attacks and give Azumarillit the valuable window it needs to set up safely and then proceed to sweep. Amoonguss is a notable user here as it walls Electric-types and can also spread status, but unfortunately, it can't do much against Grass-types. This set could also work well with Trick Room, as Azumarill's low Speed makes it very fast while the field effect is upactive. If it usedrun with Trick Room support, Azumarill should use a Brave nature with minimum Speed investment should be used. Dual Sscreens users are helpful as they increase Azumarill's bulk, makallowing it an easier to setting up. Helping Hand users can boost Azumarill's power and, helping it reach some key KOs and revenge kill a larger spectrgreater number of Pokemon. Jirachi is an awesome partner because it can provide Azumarill with Follow Me, Trick Room, Helping Hand, sSpeed control, and Ddual Sscreens support, while also walling Grass- and Poison-types for Azumarill. Azumarill in turn can handle Fire-, Dark-, and Ground-types that threaten Jirachi.


Choice Band
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name: Choice Band
move 1: Aqua Jet
move 2: Play Rough
move 3: Waterfall
move 4: Ice Punch / Superpower
ability: Huge Power
item: Choice Band
evs: 164 HP / 252 Atk / 92 Spe
nature: Adamant

Moves
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While it may not be Azumarill's main STAB attack of choice, Aqua Jet is arguably one of the most important moves on its Choice Band set. As a priority move, it remedies Azumarill's poorer Speed stat and helps chip off damageHP from weakened opponents. Aqua Jet is much more important for this set because it makes up for Azumarill's lack of Speed. It also has decent power, letting Azumarill take down even mildly weakened opponents, and making Azumarillit a very reliable revenge killer. Play Rough and Waterfall are next on the list as Azumarill's main STAB attacks. Both hit with a lot of power and, have good coverage, as well asnd have useful secondary effects. When boosted withAzumarill holds a Choice Band, few Pokemon can sponge multiple attacks from Azumarillit unless they resist its chosen moverage. The last slot is only for coverage, which is really only meant for specific threats, as Azumarill's STAB moves do more damage most of the time. Ice Punch hits Grass-types, most notably Amoonguss, which would otherwise wall this set. Superpower smacks Steel-types, namely Ferrothorn. It's also the go-to move to hit, and OHKOes Mega Kangaskhan, which is OHKOed by the move. I. However, it's riskier to be locked into, h Superpowever, andso it should only be used in those specific situations.

Set Details
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Choice Band is used to grant an immediately boost to Azumarill's Attack stat, giving it explosive power and the ability to revenge kill a much wider range of opponents. Maximum Attack investment and an Adamant nature make Azumarill as powerful as possible, and the Speed EVs let it outspeed uninvested base 61 Speed Pokemons and below, beating key threats such as Tyranitar. The remaining EVs are put into HP for additional bulk.

Usage Tips
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UnlikeIn contrast with the Belly Drum set, this set's purpose is to deal as much damage as possible as quickly as possible, dealing powerful hits without the needing to set up first. Azumarill's powerful Aqua Jet makes it a powerful revenge killer, capable of taking down a lot of neutral Pokemon even when they still have adequargets with moderate amounts of health left. Due to its destructive nature, it is possible to play a little more recklessly with this set and let it punch major holes in opposing defenseteams. Be careful, however, as this set is a lot more vulnerable to offensive strategies than the Belly Drum set is. It simply needs to take advantage of opportunities presented to fire off powerful STAB attacks at its opponents. A hit-and-run playstyle can also be used to great effect. As with all Choice-locked Pokemon, partner support is key to cover for Azumarill's weaknesses once its job is done and to ward off potential counters.

Team Options
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Just like with the attacking set, tThe Choice Band set relies heavily on partner support. Because Azumarill is susceptible to opposing type advantages after the opponent revealizes thatng it's Choicedset, teammates that can tackle Grass-, Steel-, and Poison-types are highly recommended. Fire-types are great partners., and Heatran in particular supports Azumarill well with its powerful Heat Wave, blasting away Steel- and Grass-types that Azumarill lures in. Trick Room setters are also great partners for this set, as the field effect helps mitigate Azumarill's lower Speed. Heatran again pairs particularly well with Azumarill with this field effectin Trick Room, and together they make a very capable offensive core. Azumarill can aid Fire-types by warding off Ground-, Rock-, Dragon-, and Fire-types. Partners that can handle Electric-types are great as well. Ground-types such as Landorus-T help take down Electric- and Steel-types, and can use Intimidate to lower the opponent's' Attack to help make Azumarill last longer. This set doesn't require setup opportunities, but it does appreciate luring partners that buy it opportunities to hit hard. Dual Sscreens setters are helpful as they increase Azumarill's bulk, making it easier to switch in and out more. Helping Hand users can boost Azumarill's power and help it reach some key KOs and revenge a largkill a greater amountnumber of Pokemon. Jirachi provides Azumarill with lots of useful support. I, as it walls Grass- and Poison-type opponents and carriesn offer Follow Me, Ddual Sscreens, Helping Hand, Trick Room, and speed control support. Keep in mind that, due to this set's lack of Protect, it is susceptible to its partner's spread moves.


Other Options
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Azumarill has a few other options it can use. Splash or Pixie Plate can be used as an item toto slightly boost the power of Azumarill's STAB attacks slightly. Leftovers can be used in tandem with Substitute., whereas Life Orb can be used as an item for more a significant power boost at the cost of recoil damage. Knock Off is good coverage move against Ghost-types, and also removes opposing items. Encore is an option to buy opportunities for Azumarill to set up. Aqua Tail can be used instead of Waterfall for more Water-type power at the cost of accuracy and the flinch chance. Finally, Azumarill can use Helping Hand to aid its partner.


Checks & Counters
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**Grass-types**: Venusaur, Amoonguss, and Ferrothorn all resist Azumarill's STAB attacks and can cripple it with status or take it down with their Grass-type attacks. Venusaur gets a special mention as it also is just neutral to Azumarill's coverage moves. Pokemon with Grass-type coverage moves can check Azumarill as well.; for example, Mega Charizard Y can weaken its Water-type attacks with Drought and KO it with Solarbeam.

**Bulky Water-types**: Bulky Water-types such as Suicune orand Jellicent can wall Azumarill and burn it with Scald. Rotom-W gets a special mention as it can KO Azumarill with its Electric-type attacks or simply burn it with Will-O-Wisp.

**Faster Pokemon**: Faster Pokemon that can take an Aqua Jet and deal lots of damage back are good checks. Thundurus-T is a great example;, as it can deal a lot of damage with its powerful, super effective Thunderbolt. Shaymin-S is a good counter as well, easily sponging an Aqua Jet and OHKOing with Seed Flare. Generally, thingsPokemon with adequate amounts of bulk, no weakness to Water-type attacks, and powerful, moderately fast attacks fall into this category.

**Status**: Azumarill is absolute shut down by almost all forms of status. Burns cripple it beyond repair and paralysis severely hinders its usefulness, especially in times where its Aqua Jet is crucial. Toxic isn't as annoying but due to the prevalence of Protect stalling and Azumarill's lack of recovery, it can quickly get wornwear Azumarill down.

**Intimidate**: Although Azumarill can hit most Intimidate users hard, their ability to lower Azumarill's Attack can be very annoying if said Intimidate user is played very actively. Pokemon such as Hitmontop and Landorus-T can pivot in and out and gradually lower Azumarill's Attack stat until it is no longer a threatening at all. Mawile also has the advantage of being able to hit it fairly hard with Iron Head. However, many Intimidate users such as Landorus-T orand Scrafty have to be careful when switching in because they are weak to Azumarill's STAB moves.

**Indirect Damage**: Azumarill isn't particularly powerful, but it lacks recovery, making it relatively easy to wear down. It is susceptible to all kinds of weather, and takes noticeable damage from Pokemon with Iron Barbs and Rough Skin Pokemon. The fact that it already has to sponge a few hits due to its low Speed severely cuts down on its longevity.

GP 2/2
 
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