Azumarill

cbrevan

spin, spin, spin
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Taken over from KogaEliteFour
QC: 3/3 (sparktrain, Exclaimer, HeaLnDeaL)
GP: 2/2 (Snobalt + Sobi, Haund)

[OVERVIEW]

Azumarill is an incredibly diverse Pokemon that can run a wide range of sets with varying coverage moves that allow it to fit onto multiple team styles with ease. Azumarill's near-exclusive access to Huge Power turns its pitiful base 50 Attack into one of the highest Attack stats in the metagame, especially when used alongside a Choice Band or Belly Drum. This allows Azumarill to function as a potent sweeper or wallbreaker, especially with its great STAB coverage in Water / Fairy, which hits the majority of the metagame for neutral or super effective damage, including top-tier threats such as Colossoil, Tomohawk, and Mega Sableye. Additionally, Azumarill's access to priority in Aqua Jet and great coverage moves in Knock Off, Superpower, and Bulldoze help it excel in offensive roles ranging from wallbreaker to revenge killer. Azumarill also has a great defensive typing in Water / Fairy, with important resistances to common attacking types such as Fire, Water, and Dark. This typing in combination with Azumarill's above-average 100 / 80 / 80 bulk helps it switch into and check threats. Unfortunately, a horrible base 50 Speed stat leaves Azumarill outsped by the majority of the metagame, including common walls such as Pyroak, Clefable, and Skarmory, which do not invest heavily in Speed. This low Speed and reliance on Aqua Jet cause it to be easily revenge killed by common Electric-, Grass-, and Poison-type Pokemon, notably Mollux and Plasmanta.

[SET]
name: Choice Band
move 1: Play Rough
move 2: Waterfall
move 3: Aqua Jet
move 4: Knock Off / Superpower
item: Choice Band
ability: Huge Power
nature: Adamant
evs: 88 HP / 252 Atk / 168 Spe

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

Play Rough is Azumarill's strongest STAB move and has great coverage with Waterfall, hitting the majority of the tier for neutral damage. More importantly, it allows Azumarill to break through any bulky Water-type that may try to switch into it, such as Rotom-W and Krilowatt. Waterfall gives Azumarill a more reliable STAB option as well as a way to damage Steel-types such as Jirachi and Scizor, and it also helps break through Pokemon Aqua Jet cannot OHKO, such as Landorus-T and Colossoil. Aqua Jet helps offset Azumarill's poor Speed and, in combination with Huge Power and Choice Band, allows Azumarill to act as a powerful revenge killer, picking off frail Pokemon such as Syclant, Weavile, and Stratagem as well as weakened setup sweepers such as Mega Crucibelle. The last moveslot is dedicated to coverage against either Plastmanta and Mollux or Ferrothorn. Knock Off allows Azumarill to punish Mollux and Plasmanta that try to switch into its attacks, crippling any set through the loss of its item and potentially OHKOing Choice Scarf Mollux after Stealth Rock damage. Knock Off also allows Azumarill to remove Leftovers from walls such as Ferrothorn, Slowbro, and Skarmory to help wear them down later in the game. Superpower allows Azumarill to get past Ferrothorn, having a high chance to OHKO it after Stealth Rock damage, as well as hit Magnezone and other Steel-types hard.

Set Details
========

Choice Band, Huge Power, and an Adamant nature boost Azumarill's damage output to high levels and give it the firepower it needs to blow apart defensive cores. The EVs allow Azumarill to outspeed uninvested base 70 Speed Pokemon, namely Skarmory, with the leftover EVs pumped into HP after Attack is maxed out. An EV spread of 252 Atk / 4 Def / 252 Spe can be used instead to outspeed up to uninvested base 81 Speed Pokemon, notably Cyclohm and Necturna. Huge Power is the ability of choice, as otherwise Azumarill has no offensive presence whatsoever.

Usage Tips
========

This set lends itself to a hit-and-run playstyle, coming in on Pokemon Azumarill can threaten early- and mid-game to help wear down defensive cores and put pressure on the opposing team to wall it. Try to preserve Azumarill for use in the late-game, as Aqua Jet has the firepower to clean weakened teams and is useful to ensure your opponent's setup sweepers can be checked. Likewise, use Azumarill throughout the game to revenge kill various Pokemon, especially setup sweepers such as Aurumoth and Mega Charizard- X. Try to avoid being locked into Waterfall or Aqua Jet if your opponent has Mollux or Plasmanta, as they will quickly steal any momentum Azumarill has built up. Knock Off or even a resisted Play Rough will go a long way in removing both of them due to the lack of recovery on Plasmanta and Choice Scarf Mollux.

Team Options
========

Azumarill fits best on more offensive teams in need of a powerful wallbreaker and revenge killer. Like most Choice users, entry hazard control is key to prevent Azumarill from being worn down, as it consistently switches in and out. Tomohawk and Colossoil are very capable Rapid Spin users, and Tomohawk can check Grass-types for Azumarill while Colossoil can check Electric- and Poison-types such as Mollux and Plasmanta. Speaking of Mollux and Plasmanta, Pokemon that can force them out or use them as setup bait are ideal to help maintain momentum. Garchomp, Landorus-T, and the previously mentioned Colossoil work well, with the former two setting Stealth Rock on them and Colossoil being able to wear them down with Pursuit. Thundurus, Plasmanta, and Mega Manectric appreciate Azumarill's ability to check Latias and bulky Ground-types such as Colossoil. In return, they can check bulky Water-types such as Rotom-W. Setup sweepers and powerful attackers such as Mega Charizard X, Keldeo, Mega Lopunny, and Stratagem appreciate the pressure Azumarill can put on defensive Pokemon, allowing them to sweep late-game after Azumarill weakens the opposing team. Hoopa-U loves Azumarill's ability to soften up defensive cores and blow holes in teams in general.

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

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

Belly Drum increases Azumarill's Attack to astronomical levels at the cost of halving its HP, turning Azumarill into a monstrous wallbreaker and sweeper. Aqua Jet helps remedy Azumarill's poor Speed stat and hits for massive amounts of damage, OHKOing Pokemon such as Mega Charizard X and Mega Manectric. The sheer power of this move alone is usually sufficient to sweep most weakened teams. Play Rough is Azumarill's most powerful STAB move and is able to obliterate any Pokemon that does not resist it after a boost. Knock Off provides Azumarill with near-perfect coverage after a Belly Drum boost, allowing it to blow through almost everything Play Rough and Aqua Jet can't. The move OHKOes Pyroak, Ferrothorn, and Skarmory after Stealth Rock damage.

Set Details
========

Sitrus Berry works well with Belly Drum and helps ease setting it up by providing recovery on the off chance Azumarill is forced to take a hit before it sets up. The item also allows Azumarill to act as a pivot in cases where using Belly Drum is not desirable by allowing it to take more damage. Maximum Attack EVs and an Adamant nature are required for Azumarill to hit as hard as possible. 252 Speed EVs allow Azumarill to outspeed up to uninvested base 81 Speed Pokemon, particularly Cyclohm and Necturna. The rest of the EVs are put into HP to get an even number so that Sitrus Berry is activated after using Belly Drum. Huge Power is the only viable ability on Azumarill, as it would be incredibly weak otherwise.

Usage Tips
========

To get the most out of Azumarill, use Belly Drum late-game after Azumarill's potential checks and counters, notably Mollux and Plasmanta, have been removed. This way, Azumarill will be able to sweep unhindered, especially if the opposing team has been weakened prior. It's best to preserve Azumarill until it's able to use Belly Drum. Bring Azumarill in after one of your Pokemon is knocked out or on a safe switch through U-turn or Volt Switch. Defensive Pokemon such as Chansey, Clefable, and Garchomp are great targets for Azumarill to set up on, as are Pokemon that are threatened out by Azumarill or otherwise can't damage it effectively, such as Keldeo and Syclant. Even if getting a Belly Drum off is not possible, Azumarill can take advantage of its good bulk and resistances to check Dragon- and Fighting-types, and Sitrus Berry will be able to extend Azumarill's longevity when doing this.

Team Options
========

Pokemon that can check Mollux and Plasmanta are necessary when using Azumarill. Ground-types such as Garchomp, Landorus-T, and Colossoil can check both of them reliably, as well as threaten the Steel-types that can trouble Azumarill. Colossoil in particular can use its good bulk and access to Pursuit to remove Plasmanta and Mollux, and it can also help keep entry hazards off Azumarill's side of the field. Entry hazard control is very important when using Azumarill, as Stealth Rock allows Azumarill to drop the majority of its defensive checks into KO range after a Belly Drum boost. Tomohawk, Heatran, and the above mentioned Garchomp and Landorus-T can all set Stealth Rock reliably and can cover some of Azumarill's weaknesses. A teammate that can lure in Pokemon that Azumarill can set up on is greatly appreciated. Special attackers such as Stratagem can lure in specially defensive walls like Chansey, and then Azumarill can come in, often forcing a switch, and use Belly Drum. Other wallbreakers and setup sweepers such as Mega Charizard X, Stratagem, and Aurumoth work well with Azumarill, as they can overwhelm the opponent's defensive cores or weaken the opposing team to allow Azumarill to sweep. Pokemon that can check bulky Water-types can help alleviate the pressure on Belly Drum for Azumarill. Serperior can easily break through most Water-types, and Electric-types such as Rotom-W, Thundurus, and Plasmanta can check Talonflame. Fidgit in particular is a wonderful teammate for Azumarill, as it is the most effective Trick Room setter in the metagame. Azumarill makes for a powerful wincon when under Trick Room and is nearly impossible to stop if boosted, as otherwise sufficient checks such as Mollux and Plasmanta are OHKOed before they can attack and would-be revenge killers like Talonflame are demolished with Aqua Jet.

[SET]
name: Assault Vest
move 1: Play Rough
move 2: Waterfall
move 3: Aqua Jet
move 4: Knock Off / Bulldoze
item: Assault Vest
ability: Huge Power
nature: Adamant
evs: 240 HP / 252 Atk / 16 SpD

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

Play Rough is Azumarill's most powerful STAB move and lets it break past Tomohawk, Keldeo, Cyclohm, and other Fighting- and Dragon-types such as Mega Altaria. Waterfall gives Azumarill a powerful Water-type STAB move to better threaten Pokemon such as Landorus-T and Colossoil. Waterfall forms good coverage with Play Rough in general, as it hits Poision- and Steel-types neutrally. Aqua Jet gives Azumarill a way to better check faster Pokemon such as Stratagem and Syclant and can be used to revenge kill or get chip damage on weakened sweepers such as Aurumoth. Knock Off is the preferred option for the last moveslot, allowing Azumarill to better threaten Slowbro and Jirachi while having the added utility of removing items from its switch-ins. Bulldoze can be used over Knock Off to allow Azumarill to beat Mollux and Plasmanta one-on-one, as Assault Vest allows it to tank any one attack from either Pokemon to then OHKO them with Bulldoze. Superpower can be used to ensure a strong hit on Ferrothorn but may be unable to 2HKO it if used consecutively.

Set Details
========

240 HP EVs give Azumarill enough health to avoid a 4HKO from Seismic Toss. An Adamant nature, 252 Attack EVs, and Huge Power are chosen to give Azumarill as much power behind its attacks as possible. The leftover 16 EVs are put into Special Defense to better complement Assualt Vest, which turns Azumarill into a bulky tank and solid check to threats such as Keldeo and Syclant.

Usage Tips
========

Take advantage of Azumarill's boosted special bulk by switching into special attackers Azumarill can directly threaten, such as Latios, Latias, Syclant, Keldeo, and Volkraken. Take care not to switch into Scald from Pokemon such as Keldeo and Volkraken, as on the off chance the move burns Azumarill, it will be severely crippled. Azumarill should be used as an offensive tank, switching into Pokemon it threatens such as Mega Charizard X and forcing them out. Despite the lack of a boosting item, Azumarill is still able to do considerable damage, so be sure to take advantage of STAB Aqua Jet to revenge kill weakened Pokemon. Knock Off is an all-around useful move to spam and a great option to help wear down some of Azumarill's common switch-ins.

Team Options
========

Ground-types such as Colossoil and Garchomp can help check the Poison- and Electric-type Pokemon Azumarill fears, most notably Plasmanta and Mollux, while Azumarill checks Syclant, Keldeo, and other Ice- and Water-types for them. Colossoil can also remove entry hazards for Azumarill with Rapid Spin, while Garchomp can help rack up residual damage with Stealth Rock and Rough Skin. Similarly, Flying-types such as Tomohawk and Talonflame can check Grass-types that may switch into Azumarill, especially Mega Venusaur, while Azumarill handles Ice-types well in return. Pokemon that threaten Steel-types that may try to wall Azumarill, such as Mega Charizard X, Heatran, and Keldeo, work well as teammates.

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

Encore can be used to lock walls into status moves or deter Pokemon that may want to set up on Azumarill, but it is situational. Bulldoze can be used on sets other than Assault Vest to OHKO Mollux and Plasmanta on the switch in, but it offers far worse coverage than Knock Off and is a poor move to be locked into. Iron Tail can be used with Choice Band to OHKO even physically defensive Clefable after Stealth Rock damage. Life Orb can be used instead of Choice Band, but the power drop is noticeable and the recoil damage compromises Azumarill's longevity.

Checks and Counters
========

**Poison-types**: Mega Venusaur is perhaps the greatest counter to Azumarill, taking any attack from any set and KOing in return with its STAB moves. Furthermore, it can heal off residual damage through Synthesis, Leech Seed, and Giga Drain to ensure it can reliably switch into Azumarill multiple times throughout a match. Mollux and Plasmanta can easily check any Azumarill lacking Bulldoze, although they do have trouble switching into Knock Off from a boosted Azumarill.

**Physically Defensive Pokemon**: Pyroak, Skarmory, Mega Scizor, Mega Venusaur, Ferrothorn, and Plasmanta all have the bulk to switch into Azumarill multiple times and can proceed to threaten it with their STAB moves, or even use it as setup fodder in Mega Scizor's case. However, Plasmanta has trouble switching into Bulldoze, and everything else bar Mega Venusaur has trouble taking attacks from a Belly Drum-boosted Azumarill. Ferrothorn has trouble taking Superpower as well, particularly from the Choice Band set. Physically bulky attackers such as Mega Metagross can take a hit from Azumarill and threaten it out with their powerful STAB options.

**Faster Pokemon**: Serperior, Breloom, Celebi, Thundurus, Mega Manectric, and Kyurem-B all outspeed and threaten to heavily damage any Azumarill set with their STAB moves or, in Kyurem-B's case, Fusion Bolt. None of these Pokemon can switch into Azumarill reliably, though, and Thundurus and Mega Manectric take considerable damage from a boosted Aqua Jet.

**Burns **: Due to Azumarill's reliance on physical attacks, Will-O-Wisp from Pokemon such as Mega Charizard X, Mega Sableye, Rotom-W, and Mew, as well as Scald and Lava Plume users such as Keldeo, Volkraken, Naviathan, Heatran, and Slowbro, will severely hamper Azumarill's effectiveness. However, due to the high power of Azumarill's attacks, many Pokemon are only given the chance to burn Azumarill when it switches in. Despite this, Mega Charizard, Rotom-W, and Mew are all able to take any attack from non-Belly Drum Azumarill and outspeed and burn it.
 
Last edited:
I'm still working on revamping this from the old analysis, expect it to be done some time soon.
 
cb brought this up to date pretty well and we just went over it on PS, so I'm comfortable with my QC 1/3 being carried over from the previous thread.
 
Band Moves said:
Play Rough is Azumarill's strongest STAB move and has great coverage with Waterfall, hitting the majority of the tier for neutral damage. More importantly it allows Azumarill to break through any bulky Water-types that may try to switch into it, such as Rotom-W, Krillowatt, and Slowbro.

252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 252 HP / 232+ Def Slowbro: 184-217 (46.7 - 55%) -- 14.1% chance to 2HKO after Leftovers recovery
Slowbro doesn't seem like the best mon to mention here.

Band Moves said:
Aqua Jet helps offset Azumarill's poor speed and in combination with Huge Power and Choice Band, allows Azumarill to act as a powerful revenge killer, easily picking off frail Pokemon such as Syclant, Weavile, and Stratagem as well as weakened setup sweepers such as Aurumoth.

252+ Atk Choice Band Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def Syclant: 160-189 (56.9 - 67.2%) -- guaranteed 2HKO

252+ Atk Choice Band Huge Power Azumarill Aqua Jet vs. 0 HP / 4 Def Weavile: 169-199 (60.1 - 70.8%) -- guaranteed 2HKO

252+ Atk Choice Band Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def Aurumoth: 120-142 (33.2 - 39.3%) -- 100% chance to 3HKO


Your phrasing needs to change. Aurumoth has to be severely weakened for Aqua Jet to KO, so perhaps another, frailer setup sweeper would be better to mention. Aqua Jet does not even come close to OHKOing Syclant and Weavile so if you want to use them as examples you need to specify somehow that it won't pick them off unless they've had prior damage (revenge killer might imply this but I think it should be more directly stated).

In Choice Band's set details, you're missing a lot of the information that was included in Belly Drum's (outspeeding 81s, Huge Power).

AV tips said:
Take advantage of Azumarill's boosted special bulk by switching into special attackers Azumarill can directly threaten, such as Latios, Latias, Syclant, Keldeo, and Volkraken.

Azumarill should obviously not be switching into Volkraken's Scald (only should switch in to Volk if it's locked into another move).

For Checks and Counters, I think Bulky Burners could be mentioned (phrase it however you wish); things such as Physically Defensive Rotom, Bulky Zard X, and Mew. Burn is not get out of jail free card for Azu's opponents and admittedly few wispers can withstand a hit from Azu, but if they can come in for free (and if Azu hasn't drummed) then they can usually do a decent job of crippling it later on.

Once this is done, QC 3/3. Really the main thing here is that a few of your phrasings don't match the calcs.
 
Thanks for the check HeaL, its all been implemented. Instead of Bulker Burners I just did Burn Status and mentioned some frailer mons as well, since Burn status in general really does neuter Azumarill.

As of now this analysis is ready for GP.
 
AM Check n_n
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[OVERVIEW]

Azumarill is an incredibly diverse Pokemon that can run a wide range of sets with varying coverage moves to which allow it to fit onto multiple team styles with ease. Azumarill's unpredictability ofis its a defining trait (original did not make sense, and this sentence doesn't fit on its own). Azumarill's near exclusive access (what do you mean? It's access to Huge Power is definite) to Huge Power turns its pitiful 50 base 50 Attack into one of the highest attack stats in the metagame, especially when used alongside a Choice Band or Belly Drum. This allows Azumarill to function as a potent sweeper or wallbreaker, especially with its great STAB coverage in Water / Fairy which hits the majority of the metagame for neutral or super effective damage, including top tier threats such as Colossoil, Tomohawk, and Mega Sableye. Additionally, Azumarill's access to priority in Aqua Jet and great coverage moves in Knock Off, Superpower, and Bulldoze helps Azumarill excel in offensive roles ranging from wallbreaker to revenge killer. Azumarill also has a great defensive typing in the form of Water(Space)/(space)Fairy, with important resistances to common attacking types such as Fire-, Water-, and Dark-types. Azumarill's above average 100 / 80 /(space)80 bulk helps it switch into and check threats, especially in combination with its typing.

Undfortunately, a horrible 50 base 50 Speed stat leaves Azumarill outspeed by the majority of the metagame, including common walls such as Pyroak, Clefable, and Skarmory that, which are not invested heavily in Speed. ThiIt's low Speed and reliance on Aqua Jet allowcauses it to be easily revenge killed by common Electric-, Grass-, and Poision-type Pokemon, notably Mollux and Plasmanta. Despite Azumarill's low sSpeed, its great power and STAB priority allows it to excel as an offensive Pokemon.

[SET]
name: Choice Band
move 1: Play Rough
move 2: Waterfall
move 3: Aqua Jet
move 4: Knock Off / Superpower
ability: Huge Power
item: Choice Band
evs: 88 HP / 252 Atk / 168 Spe
nature: Adamant

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

Play Rough is Azumarill's strongest STAB move and has great coverage with Waterfall, hitting the majority of the tier for neutral damage. More importantly, (AC) it allows Azumarill to break through any bulky Water-types that may try to switch into it, such as Rotom-W and Krillowatt. Waterfall gives Azumarill a more reliable STAB option as well as a way to damage Steel-types such as Jirachi and Scizor, and helps break through Pokemon Aqua Jet cannot OHKO, such as Landorus-T and Colossoil. Aqua Jet helps offset Azumarill's poor sSpeed and in combination with Huge Power and Choice Band, allows Azumarill to act as a powerful revenge killer, allowing it to picking off frail Pokemon such as Syclant, Weavile, and Stratagem as well as weakened setup sweepers such as Mega Crucibelle. The last moveslot is dedicated tofor coverage against either Ferrothorn or Plasmanta and Mollux. Knock Off allows Azumarill to punish Mollux and Plasmanta thatwhich try to switch into its attacks, cripplinge any set through the loss of its item and potentially OHKO Choice Scarf Mollux after Stealth Rock damage. Knock Off also allows Azumarill to remove Leftovers recovery from walls such as Ferrothorn, Slowbro, and Skarmory to help wear them down later in the game. Superpower allows Azumarill to get past Ferrothorn, having a high chance to OHKO Ferrorthorn after Stealth Rock damage, as well as hitting Magnezone and other Steel-types hardest.

Set Details
========

Choice Band, Huge Power, and an Adamant nature boosts Azumarill's damage output to obscene (this isn't the right word to use) levels and gives it the firepower its needs to blow apart defensive cores. The EVs allow Azumarill to outspeed uninvested base 70 Speed Pokemon, namely Skarmory, with the leftover EVs pumped into HP after Attack is maxed out. A spread of 252 Atk / 4 Def / 252 Spe can be used instead to outspeed up to uninvested base 81 Speed Pokemon, notabley Cyclohm and Necturna. Huge Power is the ability of choice as otherwise Azumarill has no offensive presence whatsoever.

Usage Tips
========

Choice Band lends itself to a hit-and-run playstyle, coming in on Pokemon Azumarill can threaten early- and mid-game to help wear down defensive cores and put pressure on the opposing team to wall it. Try to preserve Azumarill for use in the late-game as Aqua Jet has the firepower to clean weakened teams and is useful to ensure your opponents setup sweepers can be checked. Likewise, use Azumarill throughout the game to revenge kill various Pokemon, especially setup sweepers such as Aurumoth and Mega Charizard- X. Try to avoid being locked into Waterfall or Aqua Jet if your opponent has a Mollux or Plasmanta, as they will quickly steal any momentum Azumarill has built up. Even a resisted Play Rough, or Knock Off if you can manage it, will go a long way in removing both of them due to the lack of recovery on Plasmanta and Choice Scarf Mollux.

Team Options
========

Azumarill fits best on more offensive teams in need of a powerful wallbreaker and revenge killer. Like most Choice users, (AC) entry hazard control is key to prevent Azumarill from being worn down as it consistently switches in and out. Tomohawk and Colossoil are very capable Rapid Spinners, and Tomohawk can check Grass-types for Azumarill while Colossoil can check Electric- and Poison-types such as Mollux and Plasmanta. Speaking of Mollux and Plasmanta, Pokemon that can force them out or use them as setup bait are ideal to help maintain momentum. Garchomp, Landorus-T, and the abovepreviously mentioned Colossoil work well, with the lattformer two setting Stealth Rock on them while Colossoil can wear them down through Pursuit. Thundurus, Plasmanta, and Mega Manectric appreciate Azumarill's ability to check Latias and bulky Ground-types such as Colossoil. In return they can better check bulky Water-types such as Rotom-W. Setup sweepers and powerful attackers such as Mega Charizard X, Keldeo, Mega Lopunny, and Stratagem appreciate the pressure Azumarill can put on defensive Pokemon, allowing them to sweep late game after Azumarill weakens the opposing team. Hoopa-U loves Azumarill's ability to soften up defensive cores and blow holes in teams in general.

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

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

Belly Drum increases Azumarill's aAttack to astronomical levels at the cost of lowerhalving its HP to half, turning Azumarill into a monstrous wallbreaker and sweeper. Aqua Jet helps remediesy Azumarill's poor Speed stat and hits for massive amounts of damage, out -damaging (not too sure about this, but it seems like a compound word, thus requiring a hyphen) a Play Rough from the Choice Banded set on a neutral target. The sheer power of this move alone is usually sufficient to sweep most teams. Play Rough is Azumarill's most powerful STAB move and is able to obliterate any Pokemon that does not resist it after a boost. Knock Off provides Azumarill with near perfect coverage after a Belly Drum, allowing it to blow through almost everything Play Rough and Aqua Jet can't. Pyroak, Ferrothorn, and Skarmory are all OHKOed after Stealth Rock damage.

Set Details
========

Sitrus Berry works well with Belly Drum and helps ease setting up Belly Drum. Sitrus Berry also allows Azumarill to act as a pivot in cases where using Belly Drum is not desirable. Maximum Attack EVs and an Adamant Nnature are required for Azumarill to hit as hard as possible. 252 Speed EVs allows Azumarill to outspeed up to uninvested base 81 Speed Pokemon, particularly Cyclohm and Necturna. The rest of the EVs are put into HP to get an even number so Sitrus Berry is activated after Belly Drum. Huge Power is the only viable ability on Azumarill, as it would be weaker than a wet paper sack otherwise (lol).

Usage Tips
========

To get the most out of Azumarill, use Belly Drum lategame after Azumarill's potential checks and counters, notably Mollux and Plasmanta, are removed. This way Azumarill will be able to sweep unhindered, especially if the opposing team has been weakened prior. It's best to preserve Azumarill until it's able to Belly Drum, to this end, b. Bring Azumarill in after one of your Pokemon is knocked out or on a safe switch through U-turn or Volt Switch. Defensive Pokemon such as Chansey, Clefable, and Garchomp are great targets for Azumarill to set up on, as well as Pokemon that are threatened out by Azumarill or otherwise can't damage it effectively, such as Keldeo and Syclant. Even if getting a Belly Drum off is not possible, Azumarill can take advantage of its good bulk and resistances to check Dragon- and Fighting-types, and Sitrus Berry will be able to extend Azumarill's longevity when doing this.

Team Options
========

Pokemon that can check Mollux and Plasmanta are necessary when using Azumarill. Ground-types such as Garchomp, Landorus-T, and Colossoil can check both of them reliably, as well as threaten the Steel-types that can trouble Azumarill. Colossoil in particular can use its good bulk and access to Pursuit to remove Plasmanta and Mollux, and can help keep entry hazards off Azumarill's side. Entry hazard control is very important when using Azumarill, as Stealth Rock allows Azumarill to get the drop on the majority of its defensive checks after a Belly Drum. Tomohawk, Heatran, and the above mentioned Garchomp and Landorus-T can all set Stealth Rock reliably and can cover some of Azumarill's weaknesses. A teammate that can lure in Pokemon that Azumarill can set up on, is greatly appreciated. Special attackers such as Stratagem can lure in specially defensive walls like Chansey, and then Azumarill can come in, often causing a forced switch, then it cand use Belly Drum. Other wallbreakers and setup sweepers work well with Azumarill as they can overwhelm the opponents defensive cores or weaken the opposing team to allow the other to sweep. Mega Charizard X, Stratagem, and Aurumoth do this aptly. Pokemon that can check bulky Water-types can help alleviate the pressure to Belly Drum for Azumarill. Serperior can easily break through most Water-types, and Electric-types such as Rotom-W, Thundurus, and Plasmanta can also check Talonflame. Fidgit in particular is a wonderful teammate for Azumarill as it is the most effective Trick Room setter in the tier. Azumarill creates a powerful win condition when under Trick Room and is nearly impossible to stop if boosted, as otherwise sufficient checks such as Mollux and Plasmanta are OHKOed before they can attack and would -be revenge killers like Talonflame are demolished with Aqua Jet.

[SET]
name: Assault Vest
move 1: Play Rough
move 2: Waterfall
move 3: Aqua Jet
move 4: Knock Off / Bulldoze
ability: Huge Power
item: Assault Vest
evs: 240 HP / 252 Atk / 16 SpD
nature: Adamant

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

Play Rough is Azumarill's most powerful STAB move and lets it break past Tomohawk, Keldeo, Cyclohm, and other Fighting- and Dragon-types such as Mega Altaria. Waterfall gives Azumarill a powerful Water-type STAB move to better threaten Pokemon such as Landorus-T and Colossoil. Waterfall forms good coverage with Play Rough in general. Aqua Jet gives Azumarill a way to better check faster Pokemon such as Stratagem and Syclant and can be used to revenge kill or get chip damage on weakened sweepers such as Aurumoth. Knock Off is the preferred option for the last moveslot, allowing Azumarill to better threaten Slowbro and Jirachi while having the added utility of removing items from its switch-ins. Bulldoze can be used over Knock Off to allow Azumarill to beat Mollux and Plasmanta one on -on-one, as Assault Vest allows it to tank any one attack from either Pokemon and OHKO with Bulldoze. Superpower can be used to ensure a strong hit on Ferrothorn, but may be unable to 2HKO it if used consecutively.

Set Details
========

240 HP gives Azumarill enough health to avoid a 4HKO from Siesmic Toss. The leftover 16 EVs are put in Special Defense to bettwer complement Assualt Vest, which turns Azumarill into a bulky tank and solid check to threats such as Keldeo and Syclant. An Adamant nature, 252 Attack,and Huge Power are chosen to give Azumarill as much power behind its attacks as possible.

Usage Tips
========

Take advantage of Azumarill's boosted special bulk by switching into special attackers Azumarill can directly threaten, such as Latios, Latias, Syclant, Keldeo, and Volkraken. Take care not to switch into Scald from Pokemon such as Keldeo and Volkraken, as on the off chance Azumarill is burned it will be severely crippled it. Azumarill should be used as an offensive tank, switching into Pokemon it threatens such as Mega Charizard X and forcing them out. Despite the lack of a boosting item Azumarill is still able to do considerable damage, so be sure to take advantage of STAB Aqua Jet to revenge kill weakened Pokemon. Knock Off is an all around useful move to spam and a great option to help wear down some of Azumarill's common switch -ins.

Team Options
========

Ground-types such as Colossoil and Garchomp can help check the Poison- and Electric-type Pokemon Azumarill fears, most notably Plasmanta and Mollux, while Azumarill checks Syclant, Keldeo, and other Ice- and Water-types. Colossoil can also remove hazards for Azumarill with Rapid Spin while Garchomp can help rack up residual damage through Stealth Rock and Rough Skin. Similarly, (AC) Flying-types such as Tomohawk and Talonflame can check Grass-types that may switch into Azumarill, especially Mega Venusaur, while Azumarill handles Ice-types well. Pokemon that threaten Steel-types that may wish to wall Azumarill, such as Mega Charizard X, Heatran, and Keldeo, work well as teammates. (AP)


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

Encore can be used to trap walls into status moves or deter Pokemon that may want to set up on Azumarill, but is situational. Bulldoze can be used on sets other than Assault Vest to OHKO Mollux and Plasmanta on the switch -in, but offers far worse coverage than Knock Off and is a poor move to be locked into. Iron Tail can be used with Choice Band to OHKO even physically defensive Clefable after Stealth Rock damage. Life Orb can be used instead of Choice Band, but the power drop is noticeable and the chip damage compromises Azumarill's longevity.

Checks & Counters
========

**Poison-types**: Mega Venusaur is perhaps the greatest counter to Azumarill, taking any attack from any set and KOing in return with its STAB moves. Furthermore, (AC) it can heal off residual damage through Synthesis, Leech Seed, and Giga Drain to ensure it can reliably switch into Azumarill multiple times throughout a match. Mollux and Plasmanta can easily check any Azumarill lacking Bulldoze, although they do have trouble switching into Knock Off from a boosted Azumarill.

**Physically Defensive Pokemon**: Pyroak, Skarmory, Mega Scizor, Mega Venusaur, Ferrothorn, and Plasmanta, all have the bulk to be able to switch into Azumarill multiple times and can proceed to threaten Azumarill with their STAB moves, or even use it as setup fodder in Mega Scizor's case. Plasmanta has trouble switching into Bulldoze and everything else savebar Mega Venusaur has trouble taking attacks from a Belly Drum boosted Azumarill. Ferrothorn has trouble taking Superpower as well, particularly from Choice Band. Physically bulky attackers such as Mega Metagross can take a hit from Azumarill and threaten it out with its powerful STAB options.

**Faster Pokemon**: Serperior, Breloom, Celebi, Thundurus, Mega Manectric, and Kyurem-B all outspeed and threaten to heavily damage any Azumarill set with their STAB moves, or in Kyurem-B's case, Fusion Bolt. None of these Pokemon can switch into Azumarill reliably though, and Thundurus and Mega Manectric take considerable damage from boosted Aqua Jets.

**Burn Status**: Due to Azumarill's reliance on physical attacks, burns from Pokemon such as Mega Charizard X, Mega Sableye, Rotom-W, and Mew, as well as Scald and Lava Plume users such as Keldeo, Volkraken, Naviathan, and Slowbro, will severerly hamper Azumarill's effectiveness. However, due to the high power of Azumarill's attacks many Pokemon are only given the chance to burn Azumarill when it switches in. Despite this, Mega Charizard, Rotom-W, and Mew are all able to take any attack from Azumarill, save those from a Belly Drum -boosted Azumarill, and outspeed and burn it through Will-oO-Wisp.
Mainly focused on objective changes so spelling, punctuation, etc. Few spelling mistakes here and there, but overall a good analysis.
 
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Sobi said:
Azumarill's near exclusive access (what do you mean? It's access to Huge Power is definite) to Huge Power turns its pitiful 50 base 50 Attack into one of the highest attack stats in the metagame, especially when used alongside a Choice Band or Belly Drum.
I was referring to the very low distribution of Huge Power, but if that's not readily apparent I can remove the "near exclusive" part.
 
I was referring to the very low distribution of Huge Power, but if that's not readily apparent I can remove the "near exclusive" part.
Ah, I understand what you mean here. Feel free to keep it for now, but if other checkers think it's fairly ambiguous, you may need to change it.
 
Sobi: add remove comment
Me: add remove comment

[OVERVIEW]

Azumarill is an incredibly diverse Pokemon that can run a wide range of sets with varying coverage moves to which ("to" is fine) allow it to fit onto multiple team styles with ease. Azumarill's unpredictability ofis its a defining trait (original did not make sense, and this sentence doesn't fit on its own). Azumarill's near exclusive access (what do you mean? It's access to Huge Power is definite) to Huge Power turns its pitiful 50 base 50 Attack into one of the highest attack Attack stats in the metagame, especially when used alongside a Choice Band or Belly Drum. This allows Azumarill to function as a potent sweeper or wallbreaker, especially with its great STAB coverage in Water / Fairy, (AC) which hits the majority of the metagame for neutral or super effective damage, including top-(AH)tier threats such as Colossoil, Tomohawk, and Mega Sableye. Additionally, Azumarill's access to priority in Aqua Jet and great coverage moves in Knock Off, Superpower, and Bulldoze helps Azumarill it excel in offensive roles ranging from wallbreaker (you just mentioned this) to revenge killer. Azumarill also has a great defensive typing in the form of Water(Space)/(space)Fairy, with important resistances to common attacking types such as Fire-(RH), Water-(RH), and Dark-types. This typing in combination with Azumarill's above average 100 / 80 /(space)80 bulk helps it switch into and check threats, especially in combination with its typing.

Undfortunately, a horrible 50 base 50 Speed stat leaves Azumarill outspeed by the majority of the metagame, including common walls such as Pyroak, Clefable, and Skarmory that, which are do not invested heavily in Speed. ThiIt's ("this" is fine) low Speed and reliance on Aqua Jet allowcauses it to be easily revenge killed by common Electric-, Grass-, and Poision-type Pokemon, notably Mollux and Plasmanta. Despite Azumarill's low sSpeed, its great power and STAB priority allows it to excel as an offensive Pokemon. (I'd consider cutting the concluding sentence entirely b/c it doesn't offer anything new.)

[SET]
name: Choice Band
move 1: Play Rough
move 2: Waterfall
move 3: Aqua Jet
move 4: Knock Off / Superpower
item: Choice Band
ability: Huge Power
nature: Adamant
item: Choice Band
evs: 88 HP / 252 Atk / 168 Spe
nature: Adamant

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

Play Rough is Azumarill's strongest STAB move and has great coverage with Waterfall, hitting the majority of the tier for neutral damage. More importantly, (AC) it allows Azumarill to break through any bulky Water-types that may try to switch into it, such as Rotom-W and Krillowatt. Waterfall gives Azumarill a more reliable STAB option as well as a way to damage Steel-types such as Jirachi and Scizor, and it also helps break through Pokemon Aqua Jet cannot OHKO, such as Landorus-T and Colossoil. Aqua Jet helps offset Azumarill's poor sSpeed and, (AC) in combination with Huge Power and Choice Band, allows Azumarill to act as a powerful revenge killer, allowing it to picking off frail Pokemon such as Syclant, Weavile, and Stratagem as well as weakened setup sweepers such as Mega Crucibelle. The last moveslot is dedicated tofor ("to" is fine) coverage against either Ferrothorn or Plasmanta and Mollux. Knock Off allows Azumarill to punish Mollux and Plasmanta thatwhich ("that" is correct) try to switch into its attacks, cripplinge (considering how he phrases the latter part, "crippling" is correct) any set through the loss of its item and potentially OHKOing Choice Scarf Mollux after Stealth Rock damage. Knock Off also allows Azumarill to remove Leftovers recovery from walls such as Ferrothorn, Slowbro, and Skarmory to help wear them down later in the game. Superpower allows Azumarill to get past Ferrothorn, having a high chance to OHKO Ferrorthorn it after Stealth Rock damage, as well as hitting Magnezone and other Steel-types hardest.

Set Details
========

Choice Band, Huge Power, and an Adamant nature boosts Azumarill's damage output to obscene (this isn't the right word to use) levels and gives it the firepower its needs to blow apart defensive cores. The EVs allow Azumarill to outspeed uninvested base 70 Speed Pokemon, namely Skarmory, with the leftover EVs pumped into HP after Attack is maxed out. An EV spread of 252 Atk / 4 Def / 252 Spe can be used instead to outspeed up to uninvested base 81 Speed Pokemon, notabley Cyclohm and Necturna. Huge Power is the ability of choice, (AC) as otherwise Azumarill has no offensive presence whatsoever.

Usage Tips
========

Choice Band This set lends itself to a hit-and-run playstyle, coming in on Pokemon Azumarill can threaten early- and mid-game to help wear down defensive cores and put pressure on the opposing team to wall it. Try to preserve Azumarill for use in the late-game, (AC) as Aqua Jet has the firepower to clean weakened teams and is useful to ensure your opponent'(apostrophe)s setup sweepers can be checked. Likewise, use Azumarill throughout the game to revenge kill various Pokemon, especially setup sweepers such as Aurumoth and Mega Charizard- X. Try to avoid being locked into Waterfall or Aqua Jet if your opponent has a Mollux or Plasmanta, as they will quickly steal any momentum Azumarill has built up. Even Knock Off or even a resisted Play Rough, or Knock Off if you can manage it, will go a long way in removing both of them due to the lack of recovery on Plasmanta and Choice Scarf Mollux.

Team Options
========

Azumarill fits best on more offensive teams in need of a powerful wallbreaker and revenge killer. Like most Choice item users, (AC) entry hazard control is key to prevent Azumarill from being worn down, (AC) as it consistently switches in and out. Tomohawk and Colossoil are very capable Rapid Spinners, and Tomohawk can check Grass-types for Azumarill while Colossoil can check Electric- and Poison-types such as Mollux and Plasmanta. Speaking of Mollux and Plasmanta, Pokemon that can force them out or use them as setup bait are ideal to help maintain momentum. Garchomp, Landorus-T, and the abovepreviously mentioned Colossoil work well, with the lattformer two setting Stealth Rock on them while and Colossoil can being able to wear them down through with Pursuit. Thundurus, Plasmanta, and Mega Manectric appreciate Azumarill's ability to check Latias and bulky Ground-types such as Colossoil. In return, (AC) they can better (than what, exactly?) check bulky Water-types such as Rotom-W. Setup sweepers and powerful attackers such as Mega Charizard X, Keldeo, Mega Lopunny, and Stratagem appreciate the pressure Azumarill can put on defensive Pokemon, allowing them to sweep late-(AH)game after Azumarill weakens the opposing team. Hoopa-U loves Azumarill's ability to soften up defensive cores and blow holes in teams in general.

[SET]
name: Belly Drum
move 1: Belly Drum
move 2: Aqua Jet
move 3: Play Rough
move 4: Knock Off
item: Sitrus Berry
ability: Huge Power
item: Sitrus Berry
nature: Adamant

evs: 4 HP / 252 Atk / 252 Spe
nature: Adamant

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

Belly Drum increases Azumarill's aAttack to astronomical levels at the cost of lowerhalving its HP to half, turning Azumarill into a monstrous wallbreaker and sweeper. Aqua Jet helps remediesy Azumarill's poor Speed stat and hits for massive amounts of damage, out -damaging (not too sure about this, but it seems like a compound word, thus requiring a hyphen) (No, "outdamage" is acceptable. What's not acceptable, however, is this cross-reference.) a Play Rough from the Choice Banded set on a neutral target. The sheer power of this move alone is usually sufficient to sweep most teams. Play Rough is Azumarill's most powerful STAB move and is able to obliterate any Pokemon that does not resist it after a boost. Knock Off provides Azumarill with near perfect coverage after a Belly Drum boost, allowing it to blow through almost everything Play Rough and Aqua Jet can't. The move OHKOes Pyroak, Ferrothorn, and Skarmory are all OHKOed after Stealth Rock damage.

Set Details
========

Sitrus Berry works well with Belly Drum and helps ease setting it up Belly Drum. (Why?) Sitrus Berry The item also allows Azumarill to act as a pivot in cases where using Belly Drum is not desirable. (How?) Maximum Attack EVs and an Adamant Nnature are required for Azumarill to hit as hard as possible. 252 Speed EVs allows Azumarill to outspeed up to uninvested base 81 Speed Pokemon, particularly Cyclohm and Necturna. The rest of the EVs are put into HP to get an even number so that Sitrus Berry is activated after using Belly Drum. Huge Power is the only viable ability on Azumarill, as it would be incredibly weaker than a wet paper sack otherwise (lol). (Save the funny stuff for articles.)

Usage Tips
========

To get the most out of Azumarill, use Belly Drum late-(AH)game after Azumarill's potential checks and counters, notably Mollux and Plasmanta, are removed. This way, (AC) Azumarill will be able to sweep unhindered, especially if the opposing team has been weakened prior. It's best to preserve Azumarill until it's able to use Belly Drum, to this end, b. Bring Azumarill in after one of your Pokemon is knocked out or on a safe switch through U-turn or Volt Switch. Defensive Pokemon such as Chansey, Clefable, and Garchomp are great targets for Azumarill to set up on, as well as are Pokemon that are threatened out by Azumarill or otherwise can't damage it effectively, such as Keldeo and Syclant. Even if getting a Belly Drum off is not possible, Azumarill can take advantage of its good bulk and resistances to check Dragon- and Fighting-types, and Sitrus Berry will be able to extend Azumarill's longevity when doing this.

Team Options
========

Pokemon that can check Mollux and Plasmanta are necessary when using Azumarill. Ground-types such as Garchomp, Landorus-T, and Colossoil can check both of them reliably, as well as threaten the Steel-types that can trouble Azumarill. Colossoil in particular can use its good bulk and access to Pursuit to remove Plasmanta and Mollux, and it can also help keep entry hazards off Azumarill's side of the field. Entry hazard control is very important when using Azumarill, as Stealth Rock allows Azumarill to get the drop on the majority of its defensive checks into KO range after a Belly Drum boost. Tomohawk, Heatran, and the above mentioned Garchomp and Landorus-T can all set Stealth Rock reliably and can cover some of Azumarill's weaknesses. A teammate that can lure in Pokemon that Azumarill can set up on, (RC) is greatly appreciated. Special attackers such as Stratagem can lure in specially defensive walls like Chansey, and then Azumarill can come in, often causing forcing a forced switch, then it cand use Belly Drum. Other wallbreakers and setup sweepers such as Mega Charizard X, Stratagem, and Aurumoth work well with Azumarill, (AC) as they can overwhelm the opponent'(apostrophe)s defensive cores or weaken the opposing team to allow the other Azumarill to sweep. Mega Charizard X, Stratagem, and Aurumoth do this aptly. Pokemon that can check bulky Water-types can help alleviate the pressure to Belly Drum for Azumarill. Serperior can easily break through most Water-types, and Electric-types such as Rotom-W, Thundurus, and Plasmanta can also check Talonflame. Fidgit in particular is a wonderful teammate for Azumarill, (AC) as it is the most effective Trick Room setter in the tier metagame. (Wishful thinking, but we're not an official tier.) Azumarill creates makes for a powerful win(remove space)condition when under Trick Room and is nearly impossible to stop if boosted, as otherwise sufficient checks such as Mollux and Plasmanta are OHKOed before they can attack and would -be revenge killers like Talonflame are demolished with Aqua Jet.

[SET]
name: Assault Vest
move 1: Play Rough
move 2: Waterfall
move 3: Aqua Jet
move 4: Knock Off / Bulldoze
item: Assault Vest
ability: Huge Power
item: Assault Vest
nature: Adamant

evs: 240 HP / 252 Atk / 16 SpD
nature: Adamant

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

Play Rough is Azumarill's most powerful STAB move and lets it break past Tomohawk, Keldeo, Cyclohm, and other Fighting- and Dragon-types such as Mega Altaria. Waterfall gives Azumarill a powerful Water-type STAB move to better threaten Pokemon such as Landorus-T and Colossoil. Waterfall forms good coverage with Play Rough in general. (How so?) Aqua Jet gives Azumarill a way to better check faster Pokemon such as Stratagem and Syclant and can be used to revenge kill or get chip damage on weakened sweepers such as Aurumoth. Knock Off is the preferred option for the last moveslot, allowing Azumarill to better threaten Slowbro and Jirachi while having the added utility of removing items from its switch-ins. Bulldoze can be used over Knock Off to allow Azumarill to beat Mollux and Plasmanta one on -on-one, as Assault Vest allows it to tank any one ("one" is fine b/c I don't think it can take multiple hits) attack from either Pokemon and OHKO them with Bulldoze. Superpower can be used to ensure a strong hit on Ferrothorn, (RC) but may be unable to 2HKO it if used consecutively.

Set Details
========

240 HP EVs gives Azumarill enough health to avoid a 4HKO from Siesmic Seismic Toss. An Adamant nature, 252 Attack EVs, and Huge Power are chosen to give Azumarill as much power behind its attacks as possible. The leftover 16 EVs are put in Special Defense to bettwer complement Assualt Vest, which turns Azumarill into a bulky tank and solid check to threats such as Keldeo and Syclant. An Adamant nature, 252 Attack,and Huge Power are chosen to give Azumarill as much power behind its attacks as possible.

Usage Tips
========

Take advantage of Azumarill's boosted special bulk by switching into special attackers Azumarill can directly threaten, such as Latios, Latias, Syclant, Keldeo, and Volkraken. Take care not to switch into Scald from Pokemon such as Keldeo and Volkraken, as on the off chance the move burns Azumarill, (AC) is burned it will be severely crippled it. (Keep everything else; then it should read "as on the off chance the move burns Azumarill, it will be severely crippled.") Azumarill should be used as an offensive tank, switching into Pokemon it threatens such as Mega Charizard X and forcing them out. Despite the lack of a boosting item. (AC) Azumarill is still able to do considerable damage, so be sure to take advantage of STAB Aqua Jet to revenge kill weakened Pokemon. Knock Off is an all-(AH)around useful move to spam and a great option to help wear down some of Azumarill's common switch -ins.

Team Options
========

Ground-types such as Colossoil and Garchomp can help check the Poison- and Electric-type Pokemon Azumarill fears, most notably Plasmanta and Mollux, while Azumarill checks Syclant, Keldeo, and other Ice- and Water-types for them. Colossoil can also remove entry hazards for Azumarill with Rapid Spin, (AC) while Garchomp can help rack up residual damage through with Stealth Rock and Rough Skin. Similarly, (AC) Flying-types such as Tomohawk and Talonflame can check Grass-types that may switch into Azumarill, especially Mega Venusaur, while Azumarill handles Ice-types well in return. Pokemon that threaten Steel-types that may wish try to wall Azumarill, such as Mega Charizard X, Heatran, and Keldeo, work well as teammates. (AP)


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

Encore can be used to trap lock walls into status moves or deter Pokemon that may want to set up on Azumarill, but it is situational. Bulldoze can be used on sets other than Assault Vest to OHKO Mollux and Plasmanta on the switch -in, (don't add the hyphen) but it offers far worse coverage than Knock Off and is a poor move to be locked into. Iron Tail can be used with Choice Band to OHKO even physically defensive Clefable after Stealth Rock damage. Life Orb can be used instead of Choice Band, but the power drop is noticeable and the chip recoil damage compromises Azumarill's longevity.

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

**Poison-types**: Mega Venusaur is perhaps the greatest counter to Azumarill, taking any attack from any set and KOing in return with its STAB moves. Furthermore, (AC) it can heal off residual damage through Synthesis, Leech Seed, and Giga Drain to ensure it can reliably switch into Azumarill multiple times throughout a match. Mollux and Plasmanta can easily check any Azumarill lacking Bulldoze, although they do have trouble switching into Knock Off from a boosted Azumarill.

**Physically Defensive Pokemon**: Pyroak, Skarmory, Mega Scizor, Mega Venusaur, Ferrothorn, and Plasmanta, (RC) all have the bulk to be able to switch into Azumarill multiple times and can proceed to threaten Azumarill with their STAB moves, or even use it as setup fodder in Mega Scizor's case. However, Plasmanta has trouble switching into Bulldoze, (AC) and everything else savebar Mega Venusaur has trouble taking attacks from a Belly Drum-(AH)boosted Azumarill. Ferrothorn has trouble taking Superpower as well, particularly from the Choice Band set. (Now that you're in Checks and Counters, you can cross-reference.) Physically bulky attackers such as Mega Metagross can take a hit from Azumarill and threaten it out with its their powerful STAB options.

**Faster Pokemon**: Serperior, Breloom, Celebi, Thundurus, Mega Manectric, and Kyurem-B all outspeed and threaten to heavily damage any Azumarill set with their STAB moves, (RC) or, (AC) in Kyurem-B's case, Fusion Bolt. None of these Pokemon can switch into Azumarill reliably, (AC) though, and Thundurus and Mega Manectric take considerable damage from a boosted Aqua Jets.

**Burns Status**: Due to Azumarill's reliance on physical attacks, burns Will-O-Wisp from Pokemon such as Mega Charizard X, Mega Sableye, Rotom-W, and Mew, as well as Scald and Lava Plume users such as Keldeo, Volkraken, Naviathan, and Slowbro, will severerly hamper Azumarill's effectiveness. However, due to the high power of Azumarill's attacks, (AC) many Pokemon are only given the chance to burn Azumarill when it switches in. Despite this, Mega Charizard, Rotom-W, and Mew are all able to take any attack from non-Belly Drum Azumarill, save those from a Belly Drum -boosted Azumarill, and outspeed and burn it through Will-O-Wisp.
Used some of Sobi's stuff.
GP 1/2
0AlNOKo.gif
 
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add remove comments
[OVERVIEW]

Azumarill is an incredibly diverse Pokemon that can run a wide range of sets with varying coverage moves which that allow it to fit onto multiple team styles with ease. Azumarill's near-exclusive (add hyphen) access to Huge Power turns its pitiful base 50 Attack into one of the highest Attack stats in the metagame, especially when used alongside a Choice Band or Belly Drum. This allows Azumarill to function as a potent sweeper or wallbreaker, especially with its great STAB coverage in Water / Fairy, which hits the majority of the metagame for neutral or super effective damage, including top-tier threats such as Colossoil, Tomohawk, and Mega Sableye. Additionally, Azumarill's access to priority in Aqua Jet and great coverage moves in Knock Off, Superpower, and Bulldoze help it excel in offensive roles ranging from wallbreaker to revenge killer. Azumarill also has a great defensive typing in Water / Fairy, with important resistances to common attacking types such as Fire, Water, and Dark. This typing in combination with Azumarill's above-average (add hyphen) 100 / 80 / 80 bulk helps it switch into and check threats.(space)Unfortunately, a horrible base 50 Speed stat leaves Azumarill outsped by the majority of the metagame, including common walls such as Pyroak, Clefable, and Skarmory, which do not invest heavily in Speed. This low Speed and reliance on Aqua Jet cause it to be easily revenge killed by common Electric-, Grass-, and Poison-type Pokemon, notably Mollux and Plasmanta.

[SET]
name: Choice Band
move 1: Play Rough
move 2: Waterfall
move 3: Aqua Jet
move 4: Knock Off / Superpower
item: Choice Band
ability: Huge Power
nature: Adamant
evs: 88 HP / 252 Atk / 168 Spe

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

Play Rough is Azumarill's strongest STAB move and has great coverage with Waterfall, hitting the majority of the tier for neutral damage. More importantly, it allows Azumarill to break through any bulky Water-types that may try to switch into it, such as Rotom-W and Krilowatt Krillowatt. Waterfall gives Azumarill a more reliable STAB option as well as a way to damage Steel-types such as Jirachi and Scizor, and it also helps break through Pokemon Aqua Jet cannot OHKO, such as Landorus-T and Colossoil. Aqua Jet helps offset Azumarill's poor Speed and, in combination with Huge Power and Choice Band, allows Azumarill to act as a powerful revenge killer, picking off frail Pokemon such as Syclant, Weavile, and Stratagem as well as weakened setup sweepers such as Mega Crucibelle. The last moveslot is dedicated to coverage against either Plastmanta and Mollux or Ferrothorn Ferrothorn or Plasmanta and Mollux (for consistenct with the following part). Knock Off allows Azumarill to punish Mollux and Plasmanta that try to switch into its attacks, crippling any set through the loss of its item and potentially OHKOing Choice Scarf Mollux after Stealth Rock damage. Knock Off also allows Azumarill to remove Leftovers from walls such as Ferrothorn, Slowbro, and Skarmory to help wear them down later in the game. Superpower allows Azumarill to get past Ferrothorn, having a high chance to OHKO it after Stealth Rock damage, as well as hit Magnezone and other Steel-types hard.

Set Details
========

Choice Band, Huge Power, and an Adamant nature boost Azumarill's damage output to high levels and give it the firepower it needs to blow apart defensive cores. The EVs allow Azumarill to outspeed uninvested base 70 Speed Pokemon, namely Skarmory, with the leftover EVs pumped into HP after Attack is maxed out. An EV spread of 252 Atk / 4 Def / 252 Spe can be used instead to outspeed up to uninvested base 81 Speed Pokemon, notably Cyclohm and Necturna. Huge Power is the ability of choice, (AC) as otherwise Azumarill has no offensive presence whatsoever.

Usage Tips
========

This set lends itself to a hit-and-run playstyle, coming in on Pokemon Azumarill can threaten early- and mid-game to help wear down defensive cores and put pressure on the opposing team to wall it. Try to preserve Azumarill for use in the late-game, (AC) as Aqua Jet has the firepower to clean weakened teams and is useful to ensure your opponent's setup sweepers can be checked. Likewise, use Azumarill throughout the game to revenge kill various Pokemon, especially setup sweepers such as Aurumoth and Mega Charizard- X. Try to avoid being locked into Waterfall or Aqua Jet if your opponent has Mollux or Plasmanta, as they will quickly steal any momentum Azumarill has built up. Knock Off or even a resisted Play Rough will go a long way in removing both of them due to the lack of recovery on Plasmanta and Choice Scarf Mollux.

Team Options
========

Azumarill fits best on more offensive teams in need of a powerful wallbreaker and revenge killer. Like most Choice item users, entry hazard control is key to prevent Azumarill from being worn down, as it consistently switches in and out. Tomohawk and Colossoil are very capable Rapid Spinners users, and Tomohawk can check Grass-types for Azumarill while Colossoil can check Electric- and Poison-types such as Mollux and Plasmanta. Speaking of Mollux and Plasmanta, Pokemon that can force them out or use them as setup bait are ideal to help maintain momentum. Garchomp, Landorus-T, and the previously mentioned Colossoil work well, with the former two setting Stealth Rock on them and Colossoil being able to wear them down with Pursuit. Thundurus, Plasmanta, and Mega Manectric appreciate Azumarill's ability to check Latias and bulky Ground-types such as Colossoil. In return, they can check bulky Water-types such as Rotom-W. Setup sweepers and powerful attackers such as Mega Charizard X, Keldeo, Mega Lopunny, and Stratagem appreciate the pressure Azumarill can put on defensive Pokemon, allowing them to sweep late-game after Azumarill weakens the opposing team. Hoopa-U loves Azumarill's ability to soften up defensive cores and blow holes in teams in general.

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

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

Belly Drum increases Azumarill's Attack to astronomical levels at the cost of halving its HP, turning Azumarill into a monstrous wallbreaker and sweeper. Aqua Jet helps remedy Azumarill's poor Speed stat and hits for massive amounts of damage, OHKOing Pokemon such as Mega Charizard X and Mega Manectric. The sheer power of this move alone is usually sufficient to sweep most weakened teams. Play Rough is Azumarill's most powerful STAB move and is able to obliterate any Pokemon that does not resist it after a boost. Knock Off provides Azumarill with near-perfect (add hyphen) coverage after a Belly Drum boost, allowing it to blow through almost everything Play Rough and Aqua Jet can't. The move OHKOes Pyroak, Ferrothorn, and Skarmory after Stealth Rock damage.

Set Details
========

Sitrus Berry works well with Belly Drum and helps ease setting it up by providing recovery on the off chance Azumarill is forced to take a hit before it sets up. The item also allows Azumarill to act as a pivot in cases where using Belly Drum is not desirable by allowing it to take more damage. Maximum Attack EVs and an Adamant nature are required for Azumarill to hit as hard as possible. 252 Speed EVs allow Azumarill to outspeed up to uninvested base 81 Speed Pokemon, particularly Cyclohm and Necturna. The rest of the EVs are put into HP to get an even number so that Sitrus Berry is activated after using Belly Drum. Huge Power is the only viable ability on Azumarill, as it would be incredibly weak(space)otherwise.

Usage Tips
========

To get the most out of Azumarill, use Belly Drum late-game after Azumarill's potential checks and counters, notably Mollux and Plasmanta, are have been removed. This way,(space)Azumarill will be able to sweep unhindered, especially if the opposing team has been weakened prior. It's best to preserve Azumarill until it's able to use Belly Drum. Bring Azumarill in after one of your Pokemon is knocked out or on a safe switch through U-turn or Volt Switch. Defensive Pokemon such as Chansey, Clefable, and Garchomp are great targets for Azumarill to set up on, as are Pokemon that are threatened out by Azumarill or otherwise can't damage it effectively, such as Keldeo and Syclant. Even if getting a Belly Drum off is not possible, Azumarill can take advantage of its good bulk and resistances to check Dragon- and Fighting-types, and Sitrus Berry will be able to extend Azumarill's longevity when doing this.

Team Options
========

Pokemon that can check Mollux and Plasmanta are necessary when using Azumarill. Ground-types such as Garchomp, Landorus-T, and Colossoil can check both of them reliably, as well as threaten the Steel-types that can trouble Azumarill. Colossoil in particular can use its good bulk and access to Pursuit to remove Plasmanta and Mollux, and it can also help keep entry hazards off Azumarill's side of the field. Entry hazard control is very important when using Azumarill, as Stealth Rock allows Azumarill to drop the majority of its defensive checks into KO range after a Belly Drum boost. Tomohawk, Heatran, and the above mentioned Garchomp and Landorus-T can all set Stealth Rock reliably and can cover some of Azumarill's weaknesses. A teammate that can lure in Pokemon that Azumarill can set up on is greatly appreciated. Special attackers such as Stratagem can lure in specially defensive walls like Chansey, and then Azumarill can come in, often forcing a switch, and use Belly Drum. Other wallbreakers and setup sweepers such as Mega Charizard X, Stratagem, and Aurumoth work well with Azumarill, as they can overwhelm the opponent's defensive cores or weaken the opposing team to allow Azumarill to sweep. Pokemon that can check bulky Water-types can help alleviate the pressure to on Belly Drum for Azumarill. Serperior can easily break through most Water-types, and Electric-types such as Rotom-W, Thundurus, and Plasmanta can check Talonflame. Fidgit in particular is a wonderful teammate for Azumarill, as it is the most effective Trick Room setter in the metagame. Azumarill makes for a powerful wincon when under Trick Room and is nearly impossible to stop if boosted, as otherwise sufficient checks such as Mollux and Plasmanta are OHKOed before they can attack and would -be would-be revenge killers like Talonflame are demolished with Aqua Jet.

[SET]
name: Assault Vest
move 1: Play Rough
move 2: Waterfall
move 3: Aqua Jet
move 4: Knock Off / Bulldoze
item: Assault Vest
ability: Huge Power
nature: Adamant
evs: 240 HP / 252 Atk / 16 SpD

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

Play Rough is Azumarill's most powerful STAB move and lets it break past Tomohawk, Keldeo, Cyclohm, and other Fighting- and Dragon-types such as Mega Altaria. Waterfall gives Azumarill a powerful Water-type STAB move to better threaten Pokemon such as Landorus-T and Colossoil. Waterfall forms good coverage with Play Rough in general, as it hits Poision- and Steel-types neutrally. Aqua Jet gives Azumarill a way to better check faster Pokemon such as Stratagem and Syclant and can be used to revenge kill or get chip damage on weakened sweepers such as Aurumoth. Knock Off is the preferred option for the last moveslot, allowing Azumarill to better threaten Slowbro and Jirachi while having the added utility of removing items from its switch-ins. Bulldoze can be used over Knock Off to allow Azumarill to beat Mollux and Plasmanta one-on-one, as Assault Vest allows it to tank any one attack from either Pokemon and to then (av doesn't allow it to ko them, just to survive an attack) OHKO them with Bulldoze. Superpower can be used to ensure a strong hit on Ferrothorn but may be unable to 2HKO it if used consecutively.

Set Details
========

240 HP EVs give Azumarill enough health to avoid a 4HKO from Seismic Toss. An Adamant nature, 252 Attack EVs, and Huge Power are chosen to give Azumarill as much power behind its attacks as possible. The leftover 16 EVs are put into Special Defense to better complement Assualt Vest, which turns Azumarill into a bulky tank and solid check to threats such as Keldeo and Syclant.

Usage Tips
========

Take advantage of Azumarill's boosted special bulk by switching into special attackers Azumarill can directly threaten, such as Latios, Latias, Syclant, Keldeo, and Volkraken. Take care not to switch into Scald from Pokemon such as Keldeo and Volkraken, as on the off chance the move burns Azumarill, it will be severely crippled. Azumarill should be used as an offensive tank, switching into Pokemon it threatens such as Mega Charizard X and forcing them out. Despite the lack of a boosting item, Azumarill is still able to do considerable damage, so be sure to take advantage of STAB Aqua Jet to revenge kill weakened Pokemon. Knock Off is an all-around useful move to spam and a great option to help wear down some of Azumarill's common switch-ins switch -ins.

Team Options
========

Ground-types such as Colossoil and Garchomp can help check the Poison- and Electric-type Pokemon Azumarill fears, most notably Plasmanta and Mollux, while Azumarill checks Syclant, Keldeo, and other Ice- and Water-types for them. Colossoil can also remove entry hazards for Azumarill with Rapid Spin, while Garchomp can help rack up residual damage with Stealth Rock and Rough Skin. Similarly, Flying-types such as Tomohawk and Talonflame can check Grass-types that may switch into Azumarill, especially Mega Venusaur, while Azumarill handles Ice-types well in return. Pokemon that threaten Steel-types that may try to wall Azumarill, such as Mega Charizard X, Heatran, and Keldeo, work well as teammates.

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

Encore can be used to lock walls into status moves or deter Pokemon that may want to set up on Azumarill, but it is situational. Bulldoze can be used on sets other than Assault Vest to OHKO Mollux and Plasmanta on the switch in, but it offers far worse coverage than Knock Off and is a poor move to be locked into. Iron Tail can be used with Choice Band to OHKO even physically defensive Clefable after Stealth Rock damage. Life Orb can be used instead of Choice Band, but the power drop is noticeable and the recoil damage compromises Azumarill's longevity.

Checks and Counters
========

**Poison-types**: Mega Venusaur is perhaps the greatest counter to Azumarill, taking any attack from any set and KOing in return with its STAB moves. Furthermore, it can heal off residual damage through Synthesis, Leech Seed, and Giga Drain to ensure it can reliably switch into Azumarill multiple times throughout a match. Mollux and Plasmanta can easily check any Azumarill lacking Bulldoze, although they do have trouble switching into Knock Off from a boosted Azumarill.

**Physically Defensive Pokemon**: Pyroak, Skarmory, Mega Scizor, Mega Venusaur, Ferrothorn, and Plasmanta all have the bulk to switch into Azumarill multiple times and can proceed to threaten Azumarill it with their STAB moves, or even use it as setup fodder in Mega Scizor's case. However, Plasmanta has trouble switching into Bulldoze, and everything else bar Mega Venusaur has trouble taking attacks from a Belly Drum-boosted Azumarill. Ferrothorn has trouble taking Superpower as well, particularly from the Choice Band set. Physically bulky attackers such as Mega Metagross can take a hit from Azumarill and threaten it out with their powerful STAB options.

**Faster Pokemon**: Serperior, Breloom, Celebi, Thundurus, Mega Manectric, and Kyurem-B all outspeed and threaten to heavily damage any Azumarill set with their STAB moves or, in Kyurem-B's case, Fusion Bolt. None of these Pokemon can switch into Azumarill reliably, though, and Thundurus and Mega Manectric take considerable damage from a boosted Aqua Jet.

**Burns **: Due to Azumarill's reliance on physical attacks, Will-O-Wisp from Pokemon such as Mega Charizard X, Mega Sableye, Rotom-W, and Mew, as well as Scald and Lava Plume users such as Keldeo, Volkraken, Naviathan, and Slowbro (none of this Pokemon learn Lava Plume, though?), will severely hamper Azumarill's effectiveness. However, due to the high power of Azumarill's attacks, (AC) many Pokemon are only given the chance to burn Azumarill when it switches in. Despite this, Mega Charizard, Rotom-W, and Mew are all able to take any attack from non-Belly Drum Azumarill and outspeed and burn it.
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