Competitive Information for Azumarill [Ruby/Sapphire]

Competitive Pokemon Ruby/Sapphire Movesets and Strategies for Azumarill azumarill
Base Stats for Azumarill

Water

Abilities:
Thick FatThick Fat: The power of Fire- and Ice-type attacks against this Pokemon is halved.
,
Huge PowerHuge Power: This Pokemon's Attack is doubled.


Evolutions / Family:
Azurill
Marill
Azumarill

Weakness Chart for Water-type:
Bug
Dark
Dragon
Electric
Fighting
Fire
Flying
Ghost
Grass
  
  
  
2x
  
0.5x
  
  
2x
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
0.5x
  
  
  
  
0.5x
0.5x
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for AzumarillVisit Serebii's Pokedex for location, breeding, and other game details about AzumarillVisit Bulbapedia for more information about AzumarillVisit Pikalytics for competitive usage stats on Azumarill

Movesets for Singles


What is a good competitive moveset for Azumarill? These builds have been optimized for Pokemon competing in Ruby/Sapphire Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Ruby/Sapphire generation metagame.


Azumarill is a spectacular Water-typed Pokemon. Azumarill is a frequent Pokemon to see in Generation 3. Azumarill's only type-related weaknesses are Electric and Grass.


Species: Azumarill
Item: Life Orb / Power Herb
Ability: Huge Power
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Double-Edge / Return
- Brick Break / Seismic Toss
- Dig
- Rollout

Physical Sweeper Azumarill (Huge Power)

Azumarill is an astounding Physical Sweeper. It attempts to take down the opponent's team with brute physical power. Before Generation IV, a move's damage category was determined by its type. Life Orb boosts the power of Azumarill's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Huge Power, Azumarill's attack is doubled.

Double-Edge is a physical 120-base power Normal-type move (has 1/3 recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Brick Break is a physical 75-base power Fighting-type move (destroys screens, even if the target is immune).
Seismic Toss is a physical 0-base power Fighting-type move (does damage equal to your Azumarill's level).
Dig is a physical 60-base power Ground-type move (digs underground turn 1, strikes turn 2).
Rollout is a physical 30-base power Rock-type move (power doubles with each hit. repeats for 5 turns).




Species: Azumarill
Item: Life Orb
Ability: Thick Fat
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Surf / Waterfall
- Ice Beam / Ice Punch
- Future Sight
- Defense Curl

Special Sweeper Azumarill (Thick Fat)

Azumarill is pretty popular Special Sweeper. This moveset is designed to take down the opponent's team with high-damaging special attacks. Prior to Generation IV, a move's damage category was determined by its type. Life Orb boosts the power of Azumarill's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Thick Fat, the power of fire- and ice-type attacks against Azumarill is halved.

Surf is a special STAB-boosted 95-base power Water-type move (hits foes. power doubles against dive).
Waterfall is a special STAB-boosted 80-base power Water-type move that deals a considerable amount of damage.
Ice Beam is a special 95-base power Ice-type move (10% chance to freeze the target).
Ice Punch is a special 75-base power Ice-type move (10% chance to freeze the target).
Future Sight is a special 80-base power Psychic-type move (hits two turns after being used).
Defense Curl is a status move (raises your Azumarill's defense by 1 stage).



Movesets for Doubles


What is a good doubles moveset for Azumarill? These builds have been optimized for Ruby/Sapphire Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Ruby/Sapphire generation metagame.


Species: Azumarill
Item: Life Orb / Power Herb
Ability: Huge Power
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Double-Edge / Return
- Brick Break / Seismic Toss
- Dig
- Rollout

Doubles Physical Sweeper Azumarill (Huge Power)

Azumarill is a spectacular Physical Sweeper. It's meant to take down the opponent's team with brute physical power. In the dark days prior to Generation IV, a move's damage category was determined by its type. Life Orb boosts the power of Azumarill's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Huge Power, Azumarill's attack is doubled.

Double-Edge is a physical 120-base power Normal-type move (has 1/3 recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Brick Break is a physical 75-base power Fighting-type move (destroys screens, even if the target is immune).
Seismic Toss is a physical 0-base power Fighting-type move (does damage equal to your Azumarill's level).
Dig is a physical 60-base power Ground-type move (digs underground turn 1, strikes turn 2).
Rollout is a physical 30-base power Rock-type move (power doubles with each hit. repeats for 5 turns).




Species: Azumarill
Item: Life Orb
Ability: Thick Fat
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Surf / Waterfall
- Icy Wind / Ice Beam
- Future Sight
- Defense Curl

Doubles Special Sweeper Azumarill (Thick Fat)

Azumarill is a pretty decent Special Sweeper. It is designed to take down the opponent's team with high-damaging special attacks. In the old days prior to Generation IV, a move's damage category was determined by its type. Life Orb boosts the power of Azumarill's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Thick Fat, the power of fire- and ice-type attacks against Azumarill is halved.

Surf is a special STAB-boosted 95-base power Water-type move (hits foes. power doubles against dive).
Waterfall is a special STAB-boosted 80-base power Water-type move that deals a large amount of damage.
Icy Wind is a special 55-base power Ice-type move (100% chance to lower the foes speed by 1 stage).
Ice Beam is a special 95-base power Ice-type move (10% chance to freeze the target).
Future Sight is a special 80-base power Psychic-type move (hits two turns after being used).
Defense Curl is a status move (raises your Azumarill's defense by 1 stage).



Movepool


Wondering what moves can Azumarill learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Blizzard
120
70%
5
10% chance to freeze foe(s).
Bubble
20
100%
30
10% chance to lower the foe(s) Speed by 1.
Bubble Beam
65
100%
20
10% chance to lower the target's Speed by 1.
Dive
60
100%
10
Dives underwater turn 1, strikes turn 2.
Future Sight
80
90%
15
Hits two turns after being used.
Hydro Pump
120
80%
5
No additional effect.
Ice Beam
95
100%
10
10% chance to freeze the target.
Ice Punch
75
100%
15
10% chance to freeze the target.
Icy Wind
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Surf
95
100%
15
Hits foes. Power doubles against Dive.
Water Gun
40
100%
25
No additional effect.
Water Pulse
60
100%
20
20% chance to confuse the target.
Waterfall
80
100%
15
No additional effect.
Body Slam
85
100%
15
30% chance to paralyze the target.
Brick Break
75
100%
15
Destroys screens, even if the target is immune.
Dig
60
100%
10
Digs underground turn 1, strikes turn 2.
Double-Edge
120
100%
15
Has 1/3 recoil.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Focus Punch
150
100%
20
Fails if the user takes damage before it hits.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Hyper Beam
150
90%
5
User cannot move next turn.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Mega Kick
120
75%
5
No additional effect.
Mega Punch
80
85%
20
No additional effect.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Present
--
90%
15
40, 80, 120 power, or heals target 1/4 max HP.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rock Smash
20
100%
15
50% chance to lower the target's Defense by 1.
Rollout
30
90%
20
Power doubles with each hit. Repeats for 5 turns.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Seismic Toss
--
100%
20
Does damage equal to the user's level.
Slam
80
75%
20
No additional effect.
Snore
40
100%
15
User must be asleep. 30% chance to flinch target.
Strength
80
100%
15
No additional effect.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Tackle
35
95%
35
No additional effect.
Amnesia
--
--
20
Raises the user's Sp. Def by 2.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Belly Drum
--
--
10
User loses 50% max HP. Maximizes Attack.
Charm
--
100%
20
Lowers the target's Attack by 2.
Defense Curl
--
--
40
Raises the user's Defense by 1.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Encore
--
100%
5
The target repeats its last move for 3-6 turns.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Hail
--
--
10
For 5 turns, hail crashes down.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Mimic
--
--
10
The last move the target used replaces this one.
Perish Song
--
--
5
All active Pokemon will faint in 3 turns.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Refresh
--
--
20
User cures its burn, poison, or paralysis.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Sing
--
55%
15
Causes the target to fall asleep.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Splash
--
--
40
No competitive use.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Supersonic
--
55%
20
Causes the target to become confused.
Swagger
--
90%
15
Raises the target's Attack by 2 and confuses it.
Tail Whip
--
100%
30
Lowers the foe(s) Defense by 1.
Tickle
--
100%
20
Lowers the target's Attack and Defense by 1.
Toxic
--
85%
10
Badly poisons the target.

Combo List


These are a list of several common move combinations Azumarill can perform in Ruby/Sapphire. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive RS Move and Ability Combos for Azumarill

Create a build


Have an idea in mind for Azumarill that you'd like to test? Customize the IVs, EVs and their Ruby/Sapphire moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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