Competitive Information for Azurill [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Azurill azurill
Base Stats for Azurill

Normal / 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 Normal/Fairy-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
0.5x
0.5x
0x
  
  
  
  
  
0x
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
  
  
  
2x
  
  
2x
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for AzurillVisit Serebii's Pokedex for location, breeding, and other game details about AzurillVisit Bulbapedia for more information about Azurill

Movesets for Singles


What is a good competitive moveset for Azurill? 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.


Azurill is an outstanding Normal and Fairy-typed Pokemon. Azurill is not a Pokemon anyone usually expects sees on the battlefield. Azurill's only type-related weaknesses are Poison and Steel.


Species: Azurill
Item: Normalium Z / Eviolite
Ability: Huge Power
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 SpD / 252 Spe
Moveset:
- Double-Edge / Return
- Knock Off
- Waterfall
- Rollout

Physical Sweeper Azurill (Huge Power)

Azurill is an interesting Physical Sweeper. It tries to take down the opponent's team with brute physical power. Azurill is not a Pokemon anyone usually expects sees on the battlefield but Eviolite makes it possibly stronger than it's final form. If Eviolite is held by a Pokémon that is not fully evolved, it will raises the Defense and Special Defense of that Pokemon by 50%. Focus Sash helps protect Azurill from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Azurill's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Huge Power, Azurill's attack is doubled.

Double-Edge is a physical STAB-boosted 120-base power Normal-type move (has 33% recoil).
Return is a physical STAB-boosted 0-base power Normal-type move (max 102 power at maximum happiness).
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).
Waterfall is a physical 80-base power Water-type move (20% chance to flinch the target).
Rollout is a physical 30-base power Rock-type move (power doubles with each hit. repeats for 5 turns).




Species: Azurill
Item: Normalium Z / Eviolite
Ability: Sap Sipper
Nature: Modest (+SpA, -Atk)
EVs: 252 SpA / 4 SpD / 252 Spe
Moveset:
- Hyper Voice / Round
- Surf / Scald
- Ice Beam / Icy Wind
- Mud-Slap

Special Sweeper Azurill (Sap Sipper)

Azurill is a notable Special Sweeper. It's designed to take down the opponent's team with high-damaging special attacks. Azurill is not a Pokemon anyone usually expects sees on the battlefield until Eviolite was equipped. If Eviolite is held by a Pokémon that is not fully evolved, it will raises the Defense and Special Defense of that Pokemon by 50%. Focus Sash helps protect Azurill from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Azurill's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Sap Sipper, Azurill's attack is raised 1 stage if hit by a grass move; grass immunity.

Hyper Voice is a special STAB-boosted 90-base power Normal-type move (no additional effect. hits adjacent foes).
Round is a special STAB-boosted 60-base power Normal-type move (power doubles if others used round this turn).
Surf is a special 90-base power Water-type move (hits adjacent pokemon. double damage on dive).
Scald is a special 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).
Mud-Slap is a special 20-base power Ground-type move (100% chance to lower the target's accuracy by 1 stage).




Species: Azurill
Item: Eviolite
Ability: Huge Power
Nature: Brave (+Atk, -Spe)
EVs: 144 Hp / 135 Atk / 87 Def / 144 SpD
Moveset:
- Fake Tears / Body Slam
- Knock Off / Bounce
- Return
- Light Screen

Azurill Double Wall (Tomorrow & Today)

Azurill is a fabulous Double Wall. This moveset is designed to have enough defenses and bulk to take both physical and special hits. Azurill is not a Pokemon anyone usually expects sees on the battlefield until it was realized Eviolite would make it quite viable. If Eviolite is held by a Pokémon that is not fully evolved, it will raises the Defense and Special Defense of that Pokemon by 50%. With Huge Power, Azurill's attack is doubled.

Fake Tears is a status move (lowers the target's special defense by 2 stages).
Body Slam is a physical STAB-boosted 85-base power Normal-type move (30% chance to paralyze the target).
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).
Bounce is a physical 85-base power Flying-type move (bounces turn 1. hits turn 2. 30% paralyze).
Return is a physical STAB-boosted 0-base power Normal-type move (max 102 power at maximum happiness).
Light Screen is a status move (for 5 turns, special damage to allies is halved).



Movesets for Doubles


What is a good doubles moveset for Azurill? 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.


Species: Azurill
Item: Normalium Z / Eviolite
Ability: Huge Power
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 SpD / 252 Spe
Moveset:
- Double-Edge / Return
- Knock Off
- Waterfall
- Rollout

Doubles Physical Sweeper Azurill (Huge Power)

Azurill is an awesome Physical Sweeper. It attempts to take down the opponent's team with brute physical power. Azurill is not a Pokemon anyone usually expects sees on the battlefield without an Eviolite attached. If Eviolite is held by a Pokémon that is not fully evolved, it will raises the Defense and Special Defense of that Pokemon by 50%. Focus Sash helps protect Azurill from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Azurill's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Huge Power, Azurill's attack is doubled.

Double-Edge is a physical STAB-boosted 120-base power Normal-type move (has 33% recoil).
Return is a physical STAB-boosted 0-base power Normal-type move (max 102 power at maximum happiness).
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).
Waterfall is a physical 80-base power Water-type move (20% chance to flinch the target).
Rollout is a physical 30-base power Rock-type move (power doubles with each hit. repeats for 5 turns).




Species: Azurill
Item: Normalium Z / Eviolite
Ability: Sap Sipper
Nature: Modest (+SpA, -Atk)
EVs: 252 SpA / 4 SpD / 252 Spe
Moveset:
- Hyper Voice / Round
- Surf / Bubble
- Icy Wind / Ice Beam
- Mud-Slap

Doubles Special Sweeper Azurill (Sap Sipper)

Azurill is a spectacular Special Sweeper. This moveset is designed to take down the opponent's team with high-damaging special attacks. Azurill is not a Pokemon anyone usually expects sees on the battlefield but Eviolite makes it possibly stronger than it's final form. If Eviolite is held by a Pokémon that is not fully evolved, it will raises the Defense and Special Defense of that Pokemon by 50%. Focus Sash helps protect Azurill from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Azurill's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Sap Sipper, Azurill's attack is raised 1 stage if hit by a grass move; grass immunity.

Hyper Voice is a special STAB-boosted 90-base power Normal-type move (no additional effect. hits adjacent foes).
Round is a special STAB-boosted 60-base power Normal-type move (power doubles if others used round this turn).
Surf is a special 90-base power Water-type move (hits adjacent pokemon. double damage on dive).
Bubble is a special 40-base power Water-type move (10% chance to lower the foes speed by 1 stage).
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).
Mud-Slap is a special 20-base power Ground-type move (100% chance to lower the target's accuracy by 1 stage).



Movepool


Wondering what moves can Azurill 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.
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.
Body Slam
85
100%
15
30% chance to paralyze the target.
Bounce
85
85%
5
Bounces turn 1. Hits turn 2. 30% paralyze.
Covet
60
100%
25
If the user has no item, it steals the target's.
Double-Edge
120
100%
15
Has 33% recoil.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Headbutt
70
100%
15
30% chance to flinch 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.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Return
--
100%
20
Max 102 power at maximum Happiness.
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)
Slam
80
75%
20
No additional effect.
Waterfall
80
100%
15
20% chance to flinch the target.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
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.
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.
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.
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.
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 Azurill 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 Azurill

Create a build


Have an idea in mind for Azurill 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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