Competitive Information for Azumarill [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Azumarill azumarill
Base Stats for Azumarill

Water / Fairy

Abilities:
Thick FatThick Fat: Fire/Ice-type moves against this Pokemon deal damage with a halved attacking stat.
,
Huge PowerHuge Power: This Pokemon's Attack is doubled.
,
Sap SipperSap Sipper: This Pokemon's Attack is raised 1 stage if hit by a Grass move; Grass immunity.


Evolutions / Family:
Azurill
Marill
Azumarill

Weakness Chart for Water/Fairy-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
0.5x
0.5x
0x
2x
  
0.5x
0.5x
  
  
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
2x
  
0.5x
  
2x
  
  
  
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 Sun/Moon 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 Sun/Moon generation metagame.


Common team mates for Azumarill in Pokemon Sun/Moon:

FerrothornPelipperSwampert-MegaGreninja-AshTornadus-TherianTyranitarKingdraHippowdonReuniclusMandibuzzSlowbroTsareena


Azumarill is a remarkable Water and Fairy-typed Pokemon. It's not-uncommon to see Azumarill show up as a Sun/Moon opponent. Azumarill is weak to Electric, Grass, and Poison-typed attacks.


Species: Azumarill
Item: Normalium Z / Choice Band
Ability: Huge Power
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 SpD / 252 Spe
Moveset:
- Play Rough
- Knock Off
- Aqua Jet / Liquidation
- Belly Drum / Perish Song

Physical Sweeper Azumarill (Analytic)

Azumarill is a notable Physical Sweeper. It's designed to take down the opponent's team with brute physical power. Choice Band will increase the damage of Azumarill's physical moves by 1.5x at the cost of locking you into the first move you pick. With Huge Power, Azumarill's attack is doubled.

Play Rough is a physical STAB-boosted 90-base power Fairy-type move (10% chance to lower the target's attack by 1 stage).
Knock Off is a physical 65-base power Dark-type move (1.5x damage if foe holds an item; Note: This will also remove that item).
Aqua Jet is a physical STAB-boosted priority-increased 40-base power Water-type move (usually goes first).
Liquidation is a physical STAB-boosted 85-base power Water-type move (20% chance to lower the target's defense by 1 stage).
Belly Drum is a status move (Azumarill loses 50% max hp; This also maximizes Azumarill's attack stat).
Perish Song is a status move (all active pokemon will faint in 3 turns).




Species: Azumarill
Item: Waterium Z / Life Orb
Ability: Huge Power
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Liquidation / Aqua Tail
- Play Rough
- Superpower
- Double-Edge

Physical Sweeper Azumarill (Huge Power)

Azumarill is an outstanding Physical Sweeper. It's goal is to take down the opponent's team with brute physical power. 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.

Liquidation is a physical STAB-boosted 85-base power Water-type move (20% chance to lower the target's defense by 1 stage).
Aqua Tail is a physical STAB-boosted 90-base power Water-type move that deals a mighty amount of damage.
Play Rough is a physical STAB-boosted 90-base power Fairy-type move (10% chance to lower the target's attack by 1 stage).
Superpower is a physical 120-base power Fighting-type move (lowers your Azumarill's attack and defense by 1 stage).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).




Species: Azumarill
Item: Waterium Z / Life Orb
Ability: Sap Sipper
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Surf / Scald
- Ice Beam / Icy Wind
- Hyper Voice / Hyper Beam
- Future Sight

Special Sweeper Azumarill (Sap Sipper)

Azumarill is an extraordinary Special Sweeper. The purpose of this moveset is to take down the opponent's team with high-damaging special attacks. 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 Sap Sipper, Azumarill's attack is raised 1 stage if hit by a grass move; grass immunity.

Surf is a special STAB-boosted 90-base power Water-type move (hits adjacent pokemon. double damage on dive).
Scald is a special STAB-boosted 80-base power Water-type move (30% chance to burn the target. thaws target).
Ice Beam is a special 90-base power Ice-type move (10% chance to freeze the target).
Icy Wind is a special 55-base power Ice-type move (100% chance to lower the foes speed by 1 stage).
Hyper Voice is a special 90-base power Normal-type move (no additional effect. hits adjacent foes).
Hyper Beam is a special 150-base power Normal-type move (Azumarill cannot move next turn).
Future Sight is a special 120-base power Psychic-type move (hits two turns after being used).




Species: Azumarill
Item: Leftovers
Ability: Huge Power
Nature: Adamant (+Atk, -SpA)
EVs: 239 Hp / 245 Atk / 9 SpD / 17 Spe
Moveset:
- Aqua Jet
- Sleep Talk
- Rest
- Ice Punch

Azumarill Physical Tank (Godly Aquarabbit)

Azumarill is a fabulous Physical Tank. It's primary goal is to take a nice amount of physical hits while dealing some decent damage. Leftovers are always a great recovery option to ensure Azumarill last longer regaining it's healthiness every turn. With Huge Power, Azumarill's attack is doubled.

Aqua Jet is a physical STAB-boosted priority-increased 40-base power Water-type move (usually goes first).
Sleep Talk is a status move (Azumarill must be asleep. uses another known move).
Rest is a status move (Azumarill sleeps 2 turns and restores hp and status).
Ice Punch is a physical 75-base power Ice-type move (10% chance to freeze the target).




Species: Azumarill
Item: Choice Band
Ability: Huge Power
Nature: Adamant (+Atk, -SpA)
EVs: 252 Hp / 252 Atk / 4 Def
Moveset:
- Aqua Jet
- Superpower
- Body Slam
- Ice Punch

Azumarill Physical Tank (Adoomarill)

Azumarill is pretty popular Physical Tank. It's primary goal is to take a decent amount of physical hits while dealing some decent damage. Choice Band will increase the damage of Azumarill's physical moves by 1.5x at the cost of locking you into the first move you pick. With Huge Power, Azumarill's attack is doubled.

Aqua Jet is a physical STAB-boosted priority-increased 40-base power Water-type move (usually goes first).
Superpower is a physical 120-base power Fighting-type move (lowers your Azumarill's attack and defense by 1 stage).
Body Slam is a physical 85-base power Normal-type move (30% chance to paralyze the target).
Ice Punch is a physical 75-base power Ice-type move (10% chance to freeze the target).




Species: Azumarill
Item: Choice Band
Ability: Huge Power
Nature: Adamant (+Atk, -SpA)
EVs: 252 Hp / 252 Atk / 4 Def
Moveset:
- Bulldoze / Ice Punch
- Aqua Jet / Waterfall
- Superpower
- Body Slam

Azumarill Physical Tank (Ahugemarill)

Azumarill is an awesome Physical Tank. This moveset attempts to take a decent amount of physical hits while dealing some decent damage. Choice Band will increase the damage of Azumarill's physical moves by 1.5x at the cost of locking you into the first move you pick. With Huge Power, Azumarill's attack is doubled.

Bulldoze is a physical 60-base power Ground-type move (100% chance lower adjacent pkmn speed by 1 stage).
Ice Punch is a physical 75-base power Ice-type move (10% chance to freeze the target).
Aqua Jet is a physical STAB-boosted priority-increased 40-base power Water-type move (usually goes first).
Waterfall is a physical STAB-boosted 80-base power Water-type move (20% chance to flinch the target).
Superpower is a physical 120-base power Fighting-type move (lowers your Azumarill's attack and defense by 1 stage).
Body Slam is a physical 85-base power Normal-type move (30% chance to paralyze the target).




Species: Azumarill
Item: Splash Plate
Ability: Huge Power
Nature: Adamant (+Atk, -SpA)
EVs: 124 Hp / 252 Atk / 4 Def / 128 Spe
Moveset:
- Play Rough
- Aqua Jet
- Superpower
- Belly Drum

Azumarill Physical Sweeper (Rough Playing Drummer)

Azumarill is an extraordinary Physical Sweeper. It's purpose is to take down the opponent's team with brute physical power. With Huge Power, Azumarill's attack is doubled.

Play Rough is a physical STAB-boosted 90-base power Fairy-type move (10% chance to lower the target's attack by 1 stage).
Aqua Jet is a physical STAB-boosted priority-increased 40-base power Water-type move (usually goes first).
Superpower is a physical 120-base power Fighting-type move (lowers your Azumarill's attack and defense by 1 stage).
Belly Drum is a status move (Azumarill loses 50% max hp; This also maximizes Azumarill's attack stat).




Species: Azumarill
Item: Grip Claw
Ability: Sap Sipper
Nature: Calm (+SpD, -Atk)
EVs: 252 Hp / 228 SpD / 28 Spe
Moveset:
- Whirlpool
- Perish Song
- Protect
- Toxic / Scald

Azumarill Troll (Perish Trap Azumarill)

Azumarill is a remarkable Troll. With Sap Sipper, Azumarill's attack is raised 1 stage if hit by a grass move; grass immunity. Whirlpool is used to prevent the opposing Pokemon from switching out. The Grip claw will ensure whirlpool lasts the max amount of turns that it can while Perish Song takes the opponent's Pokemon out as long as Azumarill can survive until its last needed turn.

Whirlpool is a special STAB-boosted 35-base power Water-type move (traps and damages the target for 4-5 turns).
Perish Song is a status move (all active pokemon will faint in 3 turns).
Protect is a status move (prevents moves from affecting your Azumarill this turn).
Toxic is a status move (badly poisons the target; Note: Poison types can't miss with Toxic).
Scald is a special STAB-boosted 80-base power Water-type move (30% chance to burn the target. thaws target).



Movesets for Doubles


What is a good doubles moveset for Azumarill? These builds have been optimized for Sun/Moon 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 Sun/Moon generation metagame.


Common team mates for Azumarill in Pokemon Sun/Moon:

FerrothornPelipperSwampert-MegaGreninja-AshTornadus-TherianTyranitarKingdraHippowdonReuniclusMandibuzzSlowbroTsareena


Species: Azumarill
Item: Waterium Z / Life Orb
Ability: Huge Power
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Liquidation / Aqua Tail
- Play Rough
- Superpower
- Double-Edge

Doubles Physical Sweeper Azumarill (Huge Power)

Azumarill is popular Physical Sweeper. This moveset attempts to take down the opponent's team with brute physical power. 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.

Liquidation is a physical STAB-boosted 85-base power Water-type move (20% chance to lower the target's defense by 1 stage).
Aqua Tail is a physical STAB-boosted 90-base power Water-type move that deals a nice amount of damage.
Play Rough is a physical STAB-boosted 90-base power Fairy-type move (10% chance to lower the target's attack by 1 stage).
Superpower is a physical 120-base power Fighting-type move (lowers your Azumarill's attack and defense by 1 stage).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).




Species: Azumarill
Item: Waterium Z / Life Orb
Ability: Sap Sipper
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Surf / Bubble
- Hyper Voice / Hyper Beam
- Icy Wind / Ice Beam
- Future Sight

Doubles Special Sweeper Azumarill (Sap Sipper)

Azumarill is pretty popular Special Sweeper. It's purpose is to take down the opponent's team with high-damaging special attacks. 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 Sap Sipper, Azumarill's attack is raised 1 stage if hit by a grass move; grass immunity.

Surf is a special STAB-boosted 90-base power Water-type move (hits adjacent pokemon. double damage on dive).
Bubble is a special STAB-boosted 40-base power Water-type move (10% chance to lower the foes speed by 1 stage).
Hyper Voice is a special 90-base power Normal-type move (no additional effect. hits adjacent foes).
Hyper Beam is a special 150-base power Normal-type move (Azumarill cannot move next turn).
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 90-base power Ice-type move (10% chance to freeze the target).
Future Sight is a special 120-base power Psychic-type move (hits two turns after being used).



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
110
70%
5
10% chance to freeze foe(s). Can't miss in hail.
Bubble
40
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.
Focus Blast
120
70%
5
10% chance to lower the target's Sp. Def by 1.
Future Sight
120
100%
10
Hits two turns after being used.
Grass Knot
--
100%
20
More power the heavier the target.
Hydro Pump
110
80%
5
No additional effect.
Hyper Beam
150
90%
5
User cannot move next turn.
Hyper Voice
90
100%
10
No additional effect. Hits adjacent foes.
Ice Beam
90
100%
10
10% chance to freeze the target.
Icy Wind
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Muddy Water
90
85%
10
30% chance to lower the foe(s) accuracy by 1.
Round
60
100%
15
Power doubles if others used Round this turn.
Scald
80
100%
15
30% chance to burn the target. Thaws target.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Surf
90
100%
15
Hits adjacent Pokemon. Double damage on Dive.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Uproar
90
100%
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
Water Gun
40
100%
25
No additional effect.
Water Pulse
60
100%
20
20% chance to confuse the target.
Whirlpool
35
85%
15
Traps and damages the target for 4-5 turns.
Aqua Jet
40
100%
20
Usually goes first.
Aqua Tail
90
90%
10
No additional effect.
Body Slam
85
100%
15
30% chance to paralyze the target.
Bounce
85
85%
5
Bounces turn 1. Hits turn 2. 30% paralyze.
Brick Break
75
100%
15
Destroys screens, unless the target is immune.
Bulldoze
60
100%
20
100% chance lower adjacent Pkmn Speed by 1.
Covet
60
100%
25
If the user has no item, it steals the target's.
Dig
80
100%
10
Digs underground turn 1, strikes turn 2.
Dive
80
100%
10
Dives underwater turn 1, strikes turn 2.
Double-Edge
120
100%
15
Has 33% recoil.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Focus Punch
150
100%
20
Fails if the user takes damage before it hits.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Headbutt
70
100%
15
30% chance to flinch the target.
Ice Punch
75
100%
15
10% chance to freeze the target.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Knock Off
65
100%
20
1.5x damage if foe holds an item. Removes item.
Liquidation
85
100%
10
20% 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.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Play Rough
90
90%
10
10% chance to lower the target's Attack by 1.
Power-Up Punch
40
100%
20
100% chance to raise the user's Attack 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
40
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.
Strength
80
100%
15
No additional effect.
Superpower
120
100%
5
Lowers the user's Attack and Defense by 1.
Tackle
40
100%
35
No additional effect.
Waterfall
80
100%
15
20% chance to flinch the target.
Amnesia
--
--
20
Raises the user's Sp. Def by 2.
Aqua Ring
--
--
20
User recovers 1/16 max HP per turn.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Belly Drum
--
--
10
User loses 50% max HP. Maximizes Attack.
Camouflage
--
--
20
Changes user's type by terrain (default Normal).
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Charm
--
100%
20
Lowers the target's Attack by 2.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Copycat
--
--
20
Uses the last move used in the battle.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Defense Curl
--
--
40
Raises the user's Defense by 1.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Encore
--
100%
5
Target repeats its last move for its next 3 turns.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Fake Tears
--
100%
20
Lowers the target's Sp. Def by 2.
Foresight
--
--
40
Fighting, Normal hit Ghost. Evasiveness ignored.
Hail
--
--
10
For 5 turns, hail crashes down.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
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.
Soak
--
100%
20
Changes the target's type to Water.
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
--
85%
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
--
90%
10
Badly poisons the target. Poison types can't miss.
Water Sport
--
--
15
For 5 turns, Fire-type attacks have 1/3 power.
Work Up
--
--
30
Raises the user's Attack and Sp. Atk by 1.

Combo List


These are a list of several common move combinations Azumarill can perform in Sun/Moon. 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 SM 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 Sun/Moon moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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