UU Azumarill


Azumarill

QC: [4/3] - Pak / A Cake Wearing A Hat / Nuked / Kreme
GP: [2/2] - The Dutch Plumberjack / marthaa

[OVERVIEW]

Backed by an excellent Water / Fairy typing, above average bulk, and two excellent abilities in Huge Power and Sap Sipper, Azumarill can be both a potent wallbreaker and a defensive wall. Azumarill has a variety of great tools in its arsenal such as high-powered STAB moves in Liquidation and Play Rough, excellent coverage options like Ice Punch, Knock Off, and Superpower, and strong priority in Huge Power-boosted STAB Aqua Jet. With all of these traits, Azumarill can be a fearsome wallbreaker equipped with a Choice Band; only a select few Pokemon in UU provide true defensive counterplay. Azumarill's overall bulk is quite impressive as well, as it has the ability to tank hits from some of UU's most powerful attackers like Mega Aerodactyl and Latias and easily OHKO them in return. However, using a Choice Band can often have noticeable drawbacks. Azumarill being locked into a Water-type move can give threats like Rotom-W, Serperior, and Latias a fair amount of breathing room, while being locked into Play Rough can give away turns to Scizor, Nidoking, and Doublade. Azumarill can also struggle when locked into its coverage moves, as they are not especially powerful if not connecting with the appropriate targets. Azumarill's access to Belly Drum can also make it a potent late-game sweeper, as +6 Aqua Jet will OHKO most targets that don't resist it. Such sets are not particularly hard to revenge kill, though, as a large number of Water-resistant Pokemon are faster than it and can avoid an OHKO from +6 Aqua Jet if relatively healthy. In addition to its signature Choice Band and Belly Drum sets, Azumarill can also utilize a set with Perish Song and Whirlpool, which allows it to lure in its more standard checks and easily remove them. On top of this, its defensive sets have access to the ability Sap Sipper, which allows them to also switch into strong Grass-types like Mega Sceptile and Serperior with ease. However, a Perish trapping Azumarill is usually not as threatening as its offensive sets once it has been revealed, and counterplay such as Rotom-W, Mega Manectric, Empoleon, and Seismitoad will make its trapping job much more difficult. Furthermore, Azumarill is far from impossible to take down. Offensive Azumarill sets usually heavily invests in Speed and Attack, meaning that their decent bulk will not go extremely far. When given ample opportunity, common UU threats like Serperior and Rotom-W can take advantage of Azumarill and gain free turns. While attempting to discern which set Azumarill is from Team Preview can be difficult to properly deal with early on in a game, its low Speed and average bulk when uninvested make it very manageable to a properly prepared team.

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

[SET COMMENTS]

Moves
========

Liquidation is Azumarill's go-to Water-type STAB attack, as it has fairly high Base Power backed by a 20% chance to drop its target's Defense stat. Play Rough is Azumarill's only Fairy-type STAB attack, providing high power with few drawbacks. Knock Off is an all-around useful move that Azumarill can use to cripple some of its defensive checks such as Tentacruel, Empoleon, Amoonguss, and Alomomola and also naturally synergizes well with Water-type moves. Superpower can be used to give Azumarill the option to OHKO Empoleon and Cobalion. Alternatively, Ice Punch is an option to pressure Amoonguss, which is otherwise the single best check to Azumarill. Aqua Jet gives Azumarill a strong STAB priority move backed by Huge Power and Choice Band that it can utilize to pick off frail or Water-weak threats like Mega Aerodactyl, Terrakion, Nidoking, and Mega Beedrill.

Set Details
========

Maximum Attack investment with an Adamant nature ensures that Azumarill will hit its targets as hard as possible. 164 Speed EVs make Azumarill outpace 0 Speed Mantine, allowing it to hit it with Play Rough without risking a Scald burn. Alternatively, Azumarill can use 204 Speed EVs to outpace the somewhat rare Florges. 92 HP EVs minimize the chance that Latias can 2HKO Azumarill with Psychic while adding to Azumarill's overall bulk, allowing it to survive attacks such as two Earthquakes from Gliscor after one round of Stealth Rock. If you would prefer to completely eliminate the chance of Latias 2HKOing Azumarill, the 92 HP EVs can be placed in Special Defense instead. Huge Power is Azumarill's ability of choice for this set, as it boosts its extremely mediocre base Attack stat to roughly base 150. Choice Band will increase Azumarill's Attack stat even further without compromising its decent defensive utility like a Life Orb would. This comes at the cost of Azumarill locking itself into a single move, however.

Usage Tips
========

Azumarill should be quite selective about what it switches into, as its decent bulk will not go as far as possible if it switches directly intro strong hits. Most offensive threats in the tier have the potential to 2HKO Azumarill, so it should attempt to switch into resisted hits from Pokemon like Choice Scarf Infernape and Hydreigon or attempt to switch in when a Pokemon like Hippowdon or Gliscor is forced to recover. Azumarill also needs to play aggressively to get as much damage off as possible, so don't be afraid to predict a switch when you threaten a Water-weak Pokemon like Terrakion with a potential Aqua Jet. However, Azumarill can also be somewhat vulnerable when locked into any one of its moves, so the consequences of this should be taken into account before selecting a move. For example, locking itself into Liquidation or Aqua Jet can give away free turns to threats like Serperior and Latias. Azumarill also excels at being able to take hits and trade hits, but it must be wary of threatening variants of its typical targets like Electrium Z Latias and Steelium Z Cobalion.

Team Options
========

Azumarill highly appreciates VoltTurn support to switch in freely, so Pokemon such as Rotom-W, Beedrill, Scizor, and Gliscor are all valuable partners. In this way, Azumarill usually fits on more offensive playstyles. However, Azumarill's good defensive capabilities should often be used as a secondary countermeasure to threats like Latias, Infernape, and Mega Sharpedo, so having teammates like Klefki, Mega Steelix, Latias, and Mantine mean that its team doesn't rely heavily on it for checking these Pokemon. Good countermeasures for threats like Mega Sceptile, Rotom-C, and Serperior are needed for Azumarill to function, as these Pokemon can easily threaten to KO it. Teammates like Bronzong and Togekiss do well against Mega Sceptile, Dragon-types like Hydreigon and Latias do well against Rotom-C, and Mega Beedrill, Crobat, Alolan Muk, and Choice Scarf Infernape all do well against Serperior. Electric-immune Pokemon like Mega Sceptile, Hippowdon, and Krookodile make good partners for Azumarill, as it needs to be able to pull back against threatening Electric-type Pokemon such as Rotom-W and Mega Manectric. Healing Wish from Latias or the more niche Alomomola is also a particularly useful move to use alongside Azumarill, as healing it back to full health after it's been weakened will allow it to cause more damage to the opposing team. Finally, specially oriented sweepers like Serperior and Latias will often appreciate Azumarill's sheer power, which allows it to weaken a variety of defensive Pokemon like Empoleon and Klefki and assist its teammates in sweeping.

[SET]
name: Perish Trapper
move 1: Whirlpool
move 2: Perish Song
move 3: Protect
move 4: Rest
item: Leftovers
ability: Sap Sipper
nature: Bold
evs: 252 HP / 252 Def / 4 SpD


[SET COMMENTS]

Moves
========

While weak, Whirlpool provides Azumarill with a way of trapping its foes while also dealing residual damage over four to five turns. Once trapped, Perish Song allows Azumarill to remove its targets from play in three turns, as long as they can't switch out via U-turn or Volt Switch. Protect enables Azumarill to freely stall at least one turn after it has used Perish Song and assists it in gaining passive recovery via Leftovers. Rest will allow Azumarill to heal itself back to full health at the cost of sleeping two turns, which allows it to execute this strategy more than once in a game, as well as allowing it to shrug off otherwise bothersome status conditions. Azumarill can also attempt to use Toxic or Knock Off to pressure usual counters to this set like Seismitoad and Rotom-W or Play Rough to be able to more directly pressure Hydreigon, Kyurem, and Latias. All of these options fit most easily over Rest, as Azumarill needs Protect to fufill its trapping task to the best of its ability. Be wary when using this, as Azumarill is much easier to wear down without a recovery move.

Set Details
========

Maximum investment in HP and Defense with a Bold nature allows Azumarill to most effectively fulfill its role as a bulky Water-type, allowing it to pivot into threats like Choice Scarf Infernape and Crawdaunt. Sap Sipper is Azumarill's most useful ability for defensive sets, as it hardly needs Huge Power, while Sap Sipper gives it a useful immunity to Grass-type moves like Serperior's Leaf Storm and Amoonguss's Spore. Leftovers allows Azumarill to gain passive recovery every turn, which allows it to not rely on Rest to heal itself back to full HP as much.

Usage Tips
========

Don't be afraid to use Whirlpool freely early on in a game, as it often can catch some of Azumarill's usual switch-ins like Amoonguss and Alomomola as well as deal quick chip damage to other checks like Rotom-W and Mega Manectric. Be careful, as Azumarill prefers to not take damage from entry hazards early on in a game, as it can often bluff having a Choice Band if given the opportunity. It is important that its teammates can remove entry hazards for this bluff to be effective, as Azumarill is vulnerable to every type of entry hazard. Additionally, without any strong attacks to use, Azumarill can give offensive threats like Mega Manectric and Nidoking a lot of breathing room, so it can tend to struggle against more offensive builds. It excels at trapping and removing its typical defensive answers like Alomomola and Amoonguss, as well as dismantling more defensively oriented teams in general. Azumarill should also typically avoid using Rest for as long as possible, as it makes it extremely passive for two turns. However, it can use it when it needs to quickly recover a large amount of HP or shrug off an annoying status condition.


Team Options
========

Hippowdon is a great partner for Perish Song Azumarill, as it provides a useful Electric-type immunity to assist Azumarill against Mega Manectric. In return, Azumarill can also absorb any Grass-type moves aimed at Hippowdon. The combination of Sand Stream and Whirlpool can also be useful, as it will rack up large amounts of residual damage over a few turns. As Perish trap Azumarill fits on more defensively oriented teams, it will always appreciate having teammates that can remove entry hazards well, both to preserve its general bulk and to potentially bluff a Choice Band set. Gliscor, Rotom-W, and Serperior are decent Defog users that can synergize well with Azumarill. Azumarill also highly appreciates cleric support from the likes of Sylveon, Serperior, Umbreon, and Mega Altaria to cut down the turns it sleeps after using Rest. Pokemon capable of trapping Volt Switch and U-turn users are useful partners for Perish Song Azumarill. Magneton can trap Scizor, which can escape from Whirlpool via U-turn, while Alolan Muk can chip down Mega Manectric, Rotom-W, Raikou, and Rotom-C with Pursuit, which can all threaten to use Volt Switch on Azumarill. Whirlpool Azumarill has the ability to lure in and remove some of the offensive sets' most common defensive checks. Teammates like Serperior and Calm Mind Suicune can often sweep much more easily if Azumarill manages to remove an opposing Amoonguss. Physical sweepers like Swords Dance Scizor and Hone Claws Mega Aerodactyl will appreciate Azumarill being able to take out Alomomola and Tentacruel.


[SET]
name: Belly Drum
move 1: Belly Drum
move 2: Aqua Jet
move 3: Play Rough
move 4: Knock Off
item: Sitrus Berry / Normalium Z
ability: Huge Power
nature: Adamant
evs: 92 HP / 252 Atk / 164 Spe

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

Belly Drum allows Azumarill to boost its Attack to +6 at the cost of half of its HP. In conjunction with Aqua Jet, it can attempt to sweep through offensive and balance teams alike. Aqua Jet functions as Azumarill's only Water-type STAB move, since it must drop Liquidation in order to preserve its coverage. Play Rough is Azumarill's obligatory second STAB move, which also allows it to hit decently hard when not at +6. Knock Off provides good neutral coverage alongside Azumarill's Water-type STAB move, allowing it to KO a large portion of the metagame when boosted by Belly Drum.

Set Details
========

92 HP EVs minimize the chance that Latias will be able to 2HKO Azumarill with Psychic and add to Azumarill's decent general bulk. The 92 HP EVs can be placed in Special Defense instead if you would like to completely remove the chance that Latias can 2HKO Azumarill without Thunderbolt or Thunder. Maximum investment in Attack with an Adamant nature ensures that Azumarill will hit as hard as possible in all situations. 164 Speed EVs allow Azumarill to outspeed the uninvested base 70 Speed tier, most notably Mantine. Azumarill can alternatively use 204 Speed EVs to creep the somewhat uncommon Florges, but once Azumarill maximizes its Attack with Belly Drum, this exchange will not be very crucial to this teams success. Azumarill can use Sitrus Berry to either recover a chunk of HP after using Belly Drum or get the Belly Drum off after taking a hit that would otherwise cleanly 2HKO it. Alternatively, Azumarill can use Normalium Z-enhanced Belly Drum to fully recover its HP before gaining the +6 Attack boost, which essentially ensures that it will be able to get the boost off. It can also be used to attempt to give Azumarill two attempts at sweeping.

Usage Tips
========

Unlike other variants of Azumarill, Belly Drum Azumarill needs to be played conservatively, as attempting to set up prematurely will very likely result in it not sweeping. Belly Drum variants also require any faster Pokemon capable of taking a +6 Aqua Jet such as Latias, Rotom-W, and Serperior to be chipped down into KO range to sweep. While Azumarill has acceptable bulk, it often needs to find a good opportunity to set up, as attempting to set up on a Pokemon than can potentially 2HKO it will typically end badly for the Azumarill user. Pokemon like Choice Scarf Infernape and Choice Scarf Hydreigon and Latias can give Azumarill free setup when they lock themselves into Flare Blitz or Draco Meteor, respectively. If it seems difficult to execute a sweep with Azumarill, it can attempt to set up to break open holes for its teammates to sweep more easily. Normalium Z can be helpful for Azumarill to pull off a Belly Drum sweep, as a large majority of the offensive threats in UU are capable of cleanly 2HKOing it. Alternatively, Azumarill can attempt to set up twice in one game with a regular Belly Drum first, followed by a Z-Belly Drum, which will restore its HP to full before cutting it to 50%.

Team Options
========

Trapping and removing fast Water-resistant foes is often useful for Azumarill. Alolan Muk often does well at annoying the likes of Rotom-W, Latias, and Serperior. Belly Drum Azumarill is usually most at home on extremely aggressive offensive teams. Other offensive Water-type sweepers such as Mega Sharpedo, Crawdaunt, Barbaracle, Volcanion, and offensive variants of Rotom-W can all pressure common Water-type checks like Amoonguss and Latias. Klefki is often a good partner for Belly Drum Azumarill, as laying Spikes often helps Azumarill get its targets in range of +6 Aqua Jet. In addition, Klefki can use Thunder Wave against fast offensive threats to prevent Azumarill from having to rely on Aqua Jet to KO them. In addition, any Pokemon that can viably run Light Screen or Reflect makes a good partner for Azumarill, as any means of giving it safer setup is highly valuable. Partners that can carry one of these moves efficiently, such as Rotom-W and Klefki, are recommended, as other more unorthodox choices such as Latias and Togekiss usually do not have room for such in their viable movesets. Aurorus and Alolan Sandslash are extremely rare choices that can somewhat efficiently set Aurora Veil in conjunction with each other, which is extremely helpful for Azumarill. Be careful when running this combination with Azumarill, as it also will fill up two slots on a team with what are otherwise very mediocre Pokemon.

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

Azumarill can attempt to run a Jolly nature on its offensive sets to attempt to get the jump on uninvested Suicune and the rare Adamant Crawdaunt. However, the drop in power is often very noticeable. For example, Jolly Azumarill will fail to OHKO Alolan Muk after one round of Stealth Rock damage as well as fail to OHKO Mega Aerodactyl with Aqua Jet. Defensive Azumarill can alternatively run a set of Scald / Toxic / Rest / Sleep Talk, which takes advantage of its great typing and focuses more on utilizing its defensive attributes. However, this set generally isn't preferable, as it lacks either the raw bulk or utility that competing bulky Water-types such as Swampert and Rotom-W have, as well as becoming extremely passive due to relying on Rest for recovery. Azumarill can attempt to run items like Pixie Plate or Splash Plate to boost its offensive abilities while retaining the ability to switch moves. Again, though, the lack of power is often very noticeable, and a smart opponent may catch on to the lack of damage output. Azumarill can also attempt to run Power-Up Punch on non-Choice Band offensive sets as a means to make up for the lack of power while keeping the ability to switch moves. However, this trades its other strong potential coverage moves like Superpower, Ice Punch, and Knock Off, as Liquidation, Play Rough, and Aqua Jet are irreplaceable.

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

**Fast Water-resistant Pokemon**: A large majority of Water-resistant Pokemon are capable of easily revenge killing Azumarill thanks to its reliance on Aqua Jet and abysmal Speed stat. Pokemon like Tentacruel, Serperior, Latias, Rotom-W, and even Haxorus and Mega Sceptile can all easily keep Azumarill in check. In addition, as long as such Pokemon are kept relatively healthy, Belly Drum variants of Azumarill are almost always limited to a single KO. Be wary, though, as Tentacruel, Serperior, and Mega Sceptile are all capable of being caught off guard by the Perish trapper set.

**Faster Pokemon**: Due to Azumarill's only slightly above average bulk and abysmal Speed stat, it can often find itself being overwhelmed by excessive offensive pressure. As long as an offensive threat can deal some notable damage to it without being threatened by Choice Band Aqua Jet, it can often threaten Azumarill with a large chunk of damage. Pokemon such as Bewear, Scizor, Cobalion, Mega Manectric, and Togekiss are all usually able to inflict large amounts of damage to Azumarill, which will likely at least debilitate it throughout the remainder of a match.

**Bulky Regenerator Pokemon**: Both Alomomola and Amoonguss, the two most notable Regenerator users in UU, are very annoying to Azumarill. Alomomola has the raw bulk to switch into Azumarill and easily scout what move it locks itself into, while Amoonguss solidifies itself as the single hardest counter to Azumarill by virtue of its typing. While the Belly Drum set can muscle through both, Amoonguss can even somewhat comfortably survive a +6 Knock Off if it is not holding an item. Both Pokemon must be wary of being caught off guard by a Perish trapping Azumarill, though, as it can easily lure them in and remove them from play.

**Quagsire**: While Belly Drum Azumarill would otherwise be able to decimate stall teams with its excellent coverage and obscene power, Unaware Quagsire often blocks it from sweeping through, as it can comfortably soak up Play Rough.

**Strong Priority Users**: The UU tier is littered with powerful priority moves. Most notably, offensive Scizor can easily 2HKO Azumarill with Bullet Punch, allowing it to take out Belly Drum variants. Entei and Zygarde-10%'s Extreme Speed is not quite as strong but more than capable of dealing large chunks of damage to Azumarill.

**Volt Switch and U-turn Users**: Multiple Electric-type Pokemon like Rotom-W, Mega Manectric, and Raikou can not only threaten Azumarill with a super effective Electric-type STAB attack but also easily escape from any trapping attempts done by Perish Song Azumarill thanks to Volt Switch allowing them to escape manually. Many U-turn users like Scizor, Crobat, Mega Pidgeot, and Gliscor can escape from Whirlpool trapping in a similar fashion.

**Water-immune Pokemon**: Pokemon like Seismitoad, Gastrodon, Mantine, and Volcanion are all unable to be trapped by Perish Song Azumarill by virtue of their abilities that make them immune to Water-type moves. Their presence alone often makes it extremely hard for Azumarill to trap targets with Whirlpool and net KOs. They also often will dissuade a Choice Band variant of Azumarill from locking itself into a Water-type move, as they can gain momentum and punish Azumarill for doing so.
 
Last edited:

Pak

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Overview
  • The first line doesn't add much since the 2nd line includes the same information so I'd consider revising or just removing it
  • Having Aqua Jet lumped in with its high base power STABs seems a bit weird. Include that it has priority and how it helps alleviate azu's low speed to some extent
  • Small thing but since CB is listed as the first set, I'd switch the 4th and 5th lines and bring up its drawbacks in the latter half of the overview
  • Maybe add a line at the end about it handing free turns to mons like Serperior and Rotom-W?
Choice Band

Set Details
  • Bring up the drawbacks of Choice Band
Usage Tips
  • Include some examples of what can result from locking into certain moves (locking into Water STAB gives Latias and Serperior free turns, etc)
Team Options
  • Mention special attackers like Latias and Serperior that can take advantage of Azu's physical wallbreaking
Perish Trapper

Moves
  • Add some examples of mons like Alomomola and Amoonguss that Whirlpool can catch if the opponent is expecting a different set
Usage Tips
  • While it is pretty self explanatory, add that it is important to remove the hazards with teammates to the line about azu being annoying by them
  • Include a line about using Rest if statused or weakened
Team Options
  • Add that this Azu can absorb Grass moves for Hippowdon in return
  • Cut down the number of cleric examples
  • Include some mons that can take advantage of lured mons like alo and amoonguss being trapped and removed
Belly Drum

Usage Tips
  • Add that if a sweep is unlikely that it can be used early on to punch holes for teammates to clean late-game
Other Options
  • Include why the resttalk defensive set isn't preferable
Checks and Counters
  • Put that Amoonguss and Alomomola have to watch out for the perish trap set
Nice work, QC 1/3
 

Freeroamer

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You could include in Other Options a Normalium Z set with Refresh in place of Rest in the Perish trapper set. This is essentially a one time full restore for Azu and allows it to bluff other sets while also not relying on Rest. It has a lot of drawbacks though such as using the Z move, no lefties which really helps this set especially with tect, and being a one time heal. These drawbacks are why I’d never suggest it as a main set but it could be worth it in OO. I prefer outrunning Blissey on the trapper set, while it isn’t strictly necessary it can make you a lot more comfortable dealing with it and using the set against those particular teams.
 

A Cake Wearing A Hat

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why do you always take 3 set mons

--CB--

Usage Tips

What exactly CAN azumarill come in on? Give examples. If you can't think of any, just say to bring it in via pivoting.

Team Options

List what playstyles Azumarill fits on in the first line (like bo n balance i'd say)

Why is healing wish alomomola "more nice" as an Azumarill partner?

--Perish Trapper--

Set/Set Details

Make the spread 252 HP / 252 Def / 4 SpD since the 240 HP doesn't do anything and putting random speed creep for equal-base-speed Pokemon in analyses is generally frowned upon, adjust set details accordingly.

Team Options

Playstyles

Mention hazard removal here because you mentioned it in Usage Tips.

--Belly Drum--

Set/Set Details

Completely remove Normalium Z, it's pretty much inferior to sitrus.

Usage Tips

You fail to give any actual examples of times when it CAN set up or be brought in safely, be sure to do this.

--Other Options--

Put Normalium Z here and say that it makes BD azu much more easily revenge killed and also inhales the zmove for essentially minimal benefits over sitrus.

--Checks and Counters--

Mention that Perish Trapper azu beats several of the examples listed in the first point.

2/3
 
done with cake's stuff except

1. "more nice was definitely supposed to be "more niche", whoops
2. not removing Normalium Z from the Belly Drum set (since the correct way to play with said item is to Belly Drum once > Z-Belly Drum later. This rarely works in practice but makes this set capable of getting more than one kill on paper.)
 
Team Options (Choice Band)
  • In the third line I'd mention Crobat over Talonflame as a Serperior check because Talon's rocks weakness and inability to hit through Substitute makes it inferior in this instance
Other Options
  • Give some examples of where Jolly would be suboptimal in comparison to Adamant. For example, Jolly Band Azumarill has issues with 2HKOing Quagsire, OHKOing Alolan Muk after rocks, Aqua Jet never OHKOes Mega Aerodactyl... there's a lot.
QC 3/3

edit: i'm also retarded
 
Last edited:

Kreme

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Overview

With all of these traits, Azumarill can be a fearsome wallbreaker, often utiizing a Choice Band to deal large amounts of damage to offensive and defensive Pokemon alike. With the combination of these traits, Azumarill has little true defensive counterplay in UU. In addtion to this, it can also maximize its attack stat with Belly Drum sets, or threaten defensively inclined teams with the combination of Whirlpool + Perish Song.
This is probably more GP related (of which there are quite a few issues honestly might wanna go through this once again before sending it to them) but the overall cohesion and structure should be arranged better.

However, using a Choice Band to increase its power can often have noticeable drawbacks
I honestly feel like having the previous CB sentence right before this would make it a lot easier to read; in terms of information and what's necessary the Overview fulfills what's necessary but the structure probably needs to be revamped.

his combined with its poor base 50 Speed stat means Azumarill is far from impossible to take down, and will not demolish a properly prepared team.
Honestly since you're mentioning all three sets downfalls here, I think it's only fair that you need to mention how the fact that all three sets have more-or-less different answers usually, means it can severely cripple even well-prepared teams. Otherwise I feel like, while a lot of Azumarill's good traits are mentioned, it's got enough going against it that makes this Overview feel too neutral, I wouldn't be able to say this is really an S rank mon here tbh. Maybe there's a better way to circumvent this but I'll probably think on it a bit and maybe discuss with you over Discord.

Perish Trapper

Moves
  • Honestly I think that Toxic / Knock / Play Rough could probably be mentioned in Moves. They all have certain quirks that make them somewhat useful over Rest. I trust you to know what they'd be useful for but if not then can hmu on Disc. These moves don't need to be slashed on the set itself though.

C&C

**Water-immune Pokemon**: Pokemon like Seismitoad, Gastrodon, Mantine, and Volcanion are all unable to be trapped by Perish Song Azumarill by virtue of their abilities that make them immune to Water-type moves. Their presence alone often makes it extremely hard for Azumarill to trap targets with Whirlpool and net KOs.
Should also mention how they can take advantage of Choice-locked Azumarill as well, and because of that they can pressure Azumarill users into not clicking Water-STAB.

4/3 after~
 
Last edited:

Lumari

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remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

Backed by an excellent Water / Fairy typing, above average bulk, and two excellent abilities in Huge Power and Sap Sipper, Azumarill can be both a potent wallbreaker or and a defensive wall itself. Azumarill has a variety of great tools in its arsenal such as high-powered STABs in Liquidation and Play Rough, in addition to excellent coverage options like Ice Punch, Knock Off, and Superpower, (comma) It also also has access to and strong priority in Huge Power-boosted STAB Aqua Jet, allowing it to use strong priority backed by STAB and Huge Power. With all of these traits, Azumarill can be a fearsome wallbreaker equipped with a Choice Band; only a select few Pokemon in UU provide true defensive counterplay. Azumarill's overall bulk is quite impressive as well, as it has the ability to tank hits from some of UU's most powerful attackers like Mega Aerodactyl and Latias and easily OHKO them in return. However, using a Choice Band to increase its power can often have noticeable drawbacks. Azumarill being locked into a Water-type move can give threats like Rotom-W, Serperior, and Latias a fair amount of breathing room, while being locked into Play Rough can give away turns to Scizor, Nidoking, and Doublade. Azumarill can also struggle when locked into its coverage moves, as they are not especially powerful if not connecting with the appropriate targets. Azumarill's access to Belly Drum can also make it a potent late-game sweeper, as +6 Aqua Jet will OHKO most targets that don't resist it. Its Belly Drum Such sets are not particularly hard to revenge kill, (AC) though, as a large number of Water-resistant Pokemon are faster than it and can avoid an OHKO from +6 Aqua Jet if relatively healthy. In addition to its signature Choice Band and Belly Drum sets, Azumarill can also utilize a set with Perish Song and Whirlpool, which allows it to lure in its more standard checks and easily remove them. On top of this, its defensive sets have access to the ability Sap Sipper, which allows it them to also switch into strong Grass-types like Mega Sceptile and Serperior with ease. However, a Perish Trapping Azumarill is usually not as threatening as its offensive sets once it has been revealed, and counterplay such as Rotom-W, Mega Manectric, Empoleon, and Seismitoad will make its trapping job much more difficult. Despite all of its incredible traits, Furthermore, Azumarill is far from impossible to take down. Offensive Azumarill sets usually heavily invests in its Speed and Attack stats, meaning that it's their decent bulk will not go extremely far. When given ample opportunity, common UU threats like Serperior and Rotom-W can take advantage of Azumarill and gain free turns. However, While attempting to discern which set Azumarill is from Team Preview can be difficult to properly deal with early on in a game, (comma) Fortunately, Azumarill's its low speed and average bulk when not invested make it very manageable to a properly prepared team.

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

[SET COMMENTS]

Moves
========

Liquidation is Azumarill's go-to Water-type STAB attack, as it has fairly high Base Power backed by a 20% chance to drop its targets target's Defense stat. Play Rough is Azumarill's only Fairy-type STAB attack, (comma) Fortunately, it is a providing high power (RH) move that Azumarill can abuse often with few drawbacks. Knock Off is an all-around useful move that Azumarill can use to cripple some of its defensive checks such as Tentacruel, Empoleon, Amoonguss, and Alomomola that and also naturally synergizes well with Water-type moves. Superpower can be used to give Azumarill the option to OHKO Empoleon and Cobalion. Alternatively, Ice Punch is an option Azumarill can utilize to pressure Amoonguss, which is otherwise the single best check to it Azumarill. Aqua Jet gives Azumarill a strong STAB priority move backed by Huge Power and Choice Band which that it can utilize to pick off frail or Water-weak threats like Mega Aerodactyl, Terrakion, Nidoking, and Mega Beedrill.

Set Details
========

Maximum Attack investment with an Adamant nature ensures that Azumarill will hit its targets as hard as possible. 164 Speed EVs make Azumarill outpace 0 Speed Mantine, allowing it to hit it with Play Rough without risking a Scald Burn burn. Alternatively, Azumarill can use 204 Speed EVs to outpace the somewhat rare Florges. 92 HP EVs minimize the chance that Latias can 2HKO Azumarill with Psychic while adding to it's Azumarill's overall bulk, allowing it to survive things such as two Earthquakes from Gliscor after one round of Stealth Rock. If you would prefer to completely eliminate the chance of Latias 2HKOing Azumarill, the 92 HP EVs can be placed in Special Defense instead. Huge Power is Azumarill's ability of choice for this set, as it boosts it's its extremely mediocre base Attack stat to roughly base 150 Attack. Choice Band will increase Azumarill's Attack Stat even further without damaging it's compromising its decent defensive utility like a Life Orb would. This however, comes at the cost of Azumarill locking itself into a single move, however.

Usage Tips
========

Azumarill should be quite selective about what it switches into, as it's its decent bulk will not go as far as possible if it switches directly intro strong hits. Most offensive threats in the tier have the potential to 2HKO Azumarill, so it should attempt to switch into resisted hits from Pokemon like Choice Scarf Infernape and Hydreigon (RC) or attempt to switch in when a Pokemon like Hippowdon or Gliscor is forced to recover. Azumarill also needs to play aggressively to get as much damage off as possible, so don't be afraid to predict a switch when you threaten a Water-weak Pokemon like Terrakion with a potential Aqua Jet. However, it Azumarill can also be somewhat vulnerable when locked into any one of it's its moves, so the consequences of such this should be taken into account before selecting a move. For example, locking itself into Liquidation or Aqua Jet can give away free turns to threats like Serperior and Latias. it Azumarill also excels at tanking being able to take hits and trade hits, but it must be wary of threatening variants of its typical targets like Electrium Z Latias and Steelium Z Cobalion.

Team Options
========

Azumarill highly appreciates Voltturn VoltTurn support to get free switch ins switch in freely, so Pokemon such as Rotom-W, Beedrill, Scizor, and Gliscor are all valuable partners. In this way, Azumarill usually fits on more offensive playstyles. However, Azumarill's good defensive capability capabilities should often be used as a secondary countermeasure to threats like Latias, Infernape, and Mega Sharpedo, so having teammates like Klefki, Mega Steelix, Latias, and Mantine will help it's its team not rely heavily on it for checking these Pokemon. Good countermeasures for threats like Mega Sceptile, Rotom-C, and Serperior are needed for Azumarill to function, as these Pokemon can easily threaten to KO it. Teammates like Bronzong and Togekiss do well against Mega Sceptile, Dragon-types like Hydreigon and Latias do well against Rotom-C, and Mega Beedrill, Crobat, Alolan Muk, and Choice Scarf Infernape all do well against Serperior. Electric-immune Pokemon like Mega Sceptile, Hippowdon, and Krookodile make good partners for Azumarill, as it needs to be able to pull back against threatening Electric-type Pokemon such as Rotom-W and Mega Manectric. Healing Wish from Latias or the more niche Alomomola is also a particularly useful move to use alongside Azumarill, as healing it back to full health after being it's been weakened will allow it to cause more damage to the opposing team, so Latias or the more niche Healing Wish Alomomola can prove to be useful partners.(space)Finally, specially oriented (RH) sweepers like Serperior and Latias will often appreciate Azumarill's sheer power, which allows it to weaken a variety of defensive Pokemon like Empoleon and Klefki which will and assist them in sweeping.

[SET]
name: Perish Trapper
move 1: Whirlpool
move 2: Perish Song
move 3: Protect
move 4: Rest
item: Leftovers
ability: Sap Sipper
nature: Bold
evs: 252 HP / 252 Def / 4 SpD


[SET COMMENTS]

Moves
========

While weak, Whirlpool provides Azumarill with a way of trapping it's opponents its foes while also dealing residual damage over four to five turns. Once trapped, Perish Song allows Azumarill to remove its targets from play in three turns, as long as they can't switch out via U-turn or Volt Switch. Protect is useful as enables Azumarill can use it to freely stall at least one turn after it has used Perish Song (RC) as well as assist and assists it in gaining passive recovery via Leftovers. Rest will allow Azumarill to heal itself back to full health at the cost of sleeping two turns, which allows it to execute this strategy more than once in a game, as well as allowing it to shrug off otherwise bothersome status conditions. Azumarill can also attempt to use Toxic or Knock Off to pressure usual counters to this set like Seismitoad and Rotom-W (RC) or can use Play Rough to be able to more directly pressure Hydreigon, Kyurem, and Latias. All of these options fit most easily over Rest, as Azumarill needs Protect to fufill its trapping task to the best of its ability. Be wary when using this, (AC) as Azumarill is much easier to wear down without a recovery move.

Set Details
========

Maximum investment in HP and Defense with a Bold nature allow allows Azumarill to most effectively fulfill it's its role as a bulky Water-type, allowing it to pivot into threats like Choice Scarf Infernape and Crawdaunt. Sap Sipper is Azumarill's most useful ability for defensive sets, as it hardly needs to abuse Huge Power, while Sap Sipper can give gives it a useful immunities immunity to Grass-type moves like Serperior's Leaf Storm and Amoonguss's Spore. Leftovers allows Azumarill to gain passive recovery every turn, which allows it to not rely on Rest to heal itself back to full HP as much.

Usage Tips
========

Don't be afraid to use Whirlpool freely early on in a game, as it often can catch some of Azumarill's usual switch-ins (AH) like Amoonguss and Alomomola (RC) as well as dealing quick chip damage to other checks like Rotom-W and Mega Manectric. Be careful, as Azumarill prefers to not take damage from entry hazards early on in a game, as it can often bluff having a Choice Band if given the opportunity. It is important that its teammates can remove entry hazards for this bluff to be effective, as Azumarill is vulnerable to every type of entry hazard. Additonally, Additionally, without any strong attacks to abuse, Azumarill can give offensive threats like Mega Manectric and Nidoking a lot of breathing room, so it can tend to struggle against more offensive builds. It excels at trapping and removing it's its typical defensive answers like Alomomola and Amoonguss, as well as dismantling more defensively oriented (RH) teams in general. Azuamarill Azumarill should also typically avoid using Rest for as long as possible, (AC) as it makes it extremely passive for two turns. However, it can use it when it needs to quickly recover a large amount of HP or shrug off an annoying status condition.


Team Options
========

Hippowdon is a great partner for Perish Song Azumarill, as it provides a useful Electric-type immunity to assist Azumarill against Mega Manectric. In return, Azumarill can also absorb any Grass-type moves aimed at Hippowdon. The combination of Sand Stream and Whirlpool can also be useful, (AC) as it will rack up large amounts of residual damage over a few turns. As Perish trapping Azumarill fits on more defensively oriented teams, it will always appreciate having teammates that can remove entry hazards well, both to preserve its general bulk and to potentially bluff a Choice Band set. Gliscor, Rotom-W, and Serperior are decent Defog users that can synergize well with Azumarill. Azumarill also highly appreciates cleric support from the likes of Sylveon, Serperior, Umbreon, and Mega Altaria to cut down the turns it sleeps after using Rest. Teammates like Sylveon, Serperior, Umbreon, and Mega Altaria, and can all provide Aromatherapy or Heal Bell support for it. Pokemon capable of trapping Volt Switch and U-turn users are useful partners for Perish Song Azumarill. Magneton can trap Scizor, (AC) which can escape from Whirlpool via U-turn, while Alolan Muk can chip down Mega Manectric, Rotom-W, Raikou, and Rotom-C with Pursuit, which can all threaten to Volt Switch on Azumarill. Whirlpool Azumarill has the ability to lure in and remove some of the offensive sets' most common defensive checks. Teammates like Serperior and and Calm Mind Suicune can often sweep much easier more easily if Azumarill manages to remove an opposing Amoonguss. Physical sweepers like Swords Dance Scizor and Hone Claws Mega Aerodactyl will appreciate Azumarill being able to take out Alomomola and Tentacruel.


[SET]
name: Belly Drum
move 1: Belly Drum
move 2: Aqua Jet
move 3: Play Rough
move 4: Knock Off
item: Sitrus Berry / Normalium Z
ability: Huge Power
nature: Adamant
evs: 92 HP / 252 Atk / 164 Spe

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

Belly Drum allows Azumarill to boost it's its Attack to +6 at the cost of half of it's HP. In conjunction with Aqua Jet, it can attempt to sweep through offensive and balance teams alike. Aqua Jet must function functions as it's Azumarill's only Water-type STAB, since it must drop Liquidation in order to preserve its coverage that allows it sweep through as much of the metagame as possible. Play Rough is Azumarill's obligatory second STAB move, which also allows it to hit decently hard when not boosted to maximum Attack. Knock Off is its coverage move of choice, as it provides good neutral coverage alongside Azumarill's Water-type STAB, allowing it to KO a large portion of the metagame when boosted by Belly Drum.

Set Details
========

92 HP EVs minimize the chance that Latias will be able to 2HKO Azumarill with Psychic, as well as add to its Azumarill's decent general bulk. The 92 HP EVs can be placed in Special Defense instead if you would like to completely remove the chance that Latias can 2HKO Azumarill without Thunderbolt or Thunder. Maximum investment in Attack with an Adamant nature ensures that Azumarill will hit as hard as possible in all situations. 164 Speed EVs allow Azumarill to outspeed the uninvested base 70 Speed tier, most notably Mantine. Azumarill can alternatively use 204 Speed EVs to creep the somewhat uncommon Florges, but once Azumarill maximizes its Attack with Belly Drum this exchange will not be very crucial to this teams success. Azumarill can use Sitrus Berry to either recover a chunk of HP after using Belly Drum or get the Belly Drum off after taking a hit that would otherwise cleanly 2HKO it. Alternatively, Azumarill can use Normalium Z-enhanced Belly Drum to fully recover it's its HP before gaining the +6 Attack boost, which essentially ensures that it will be able to get the boost off. It can also be used to attempt to give Azumarill two attempts at sweeping.

Usage Tips
========

Unlike other variants of Azumarill, Belly Drum Azumarill needs to be played conservatively, as attempting to set up prematurely will very likely result in it not sweeping. Belly Drum variants also require any faster Pokemon capable of taking a +6 Aqua Jet such as Latias, Rotom-W, and Serperior to be chipped down into KO range to allow it to sweep. While Azumarill has acceptable bulk, but it often needs to find a good opportunity to set up, as attempting to set up on a Pokemon than can potentially 2HKO it will typically end badly for the Azumarill user. Pokemon like Choice Scarf Infernape or and Choice Scarf Hydreigon and Latias can give Azuamrill Azumarill free setup when they lock themselves into Flare Blitz or Draco Meteor, respectively. If it seems difficult to execute a sweep with Azumarill, it can attempt to set up to break open holes for its teammates to sweep more easily. Normalium Z can be helpful for Azumarill to pull off a Belly Drum sweep, as a large majority of the offensive threats in UU are capable of cleanly 2HKOing it. Alternatively, Azumarill can attempt to set up twice in one game with a regular Belly Drum first, followed by a Z-Belly Drum, (AC) which will restore its HP to full before cutting it to 50%.

Team Options
========

Trapping and removing fast Water-resistant foes resistances is often useful for Azumarill. Alolan Muk often does well at annoying such examples like the likes of Rotom-W, Latias, and Serperior. Belly Drum Azumarill is usually most at home on extremely aggressive offensive teams. Other offensive Water-type Sweepers sweepers that can pressure Azumarill's checks such as Mega Sharpedo, Crawdaunt, Barbaracle, Volcanion, (AC) and offensive variants of Rotom-W can all pressure common Water-type checks like Amoonguss and Latias. Klefki is often a good partner for Belly Drum Azumarill, as laying Spikes often helps Azumarill get its targets in range of +6 Aqua Jet. In addition, Klefki can use Thunder Wave against fast offensive threats to allow prevent Azumarill to not need from having to rely on Aqua Jet to KO them. In addition, any Pokemon that can viably run Light Screen or Reflect makes a good partners for Azumarill, as any means of giving it safer setup is highly valuable. Partners that can carry one of these moves efficiently such as Rotom-W and Klefki are recommended, as other more unorthodox choices such as Latias or and Togekiss usually do not have room for such in their viable movesets. Aurorus and Alolan Sandslash are extremely rare choices that can somewhat efficiently set Aurora Veil in conjunction with each other, which is extremely helpful for Azumarill. Be careful when adding running this combination with Azumarill, as it also will fill up two slots on a team with what are otherwise very mediocre Pokemon.

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

Azumarill can attempt to run a Jolly nature on its offensive sets to attempt to get a the jump on 0 Speed uninvested Suicune and the rare Adamant Crawdaunt. However, the drop in power is often very noticeable. For example, Jolly Azumarill will fail to OHKO Alolan Muk after one round of Stealth Rock damage (RC) as well as fail to OHKO Mega Aerodactyl with Aqua Jet. Defensive Azumarill can alternatively run a set of Scald / Toxic / Rest / Sleep Talk, which takes advantage of it's its great typing and focuses more on utilizing its defensive attributes. However, this set generally isn't preferable, (AC) as it lacks either the raw bulk or utility that competiting bulky Water-types such as Swampert and Rotom-W have, as well as becoming extremely passive when due to relying on Rest for recovery. Azumarill can attempt to run items like Pixie Plate or Splash Plate to boost it's offensive abilities while retaining the ability to switch moves. Again, though, the lack of power is often very noticeable, (AC) and a smart opponent may catch on to the lack of damage output. Azumarill can also attempt to run Power-Up Punch on non-Choice Band offensive sets as a means to make up for the lack of power while being able keeping the ability to switch moves. However, this trades its other strong potential coverage moves like Superpower, Ice Punch, and Knock Off, as Liquidation, Play Rough, and Aqua Jet are irreplaceable.

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

**Fast Pokemon that Resist Water resists**: A large majority of Water-resistant Pokemon are capable of easily revenge killing Azumarill thanks to it's its reliance on Aqua Jet and abysmal Speed stat. Pokemon like Tentacruel, Serperior, Latias, Rotom-W, (AC) and even Haxorus and Mega Sceptile can all easily keep Azumarill in check. In addition, as long as such Pokemon are kept relatively healthy, Belly Drum variants of Azumarill are almost always limited to a single KO. Be wary, though, (AC) as Tentacruel, Serperior, and Mega Sceptile are all capable of being caught off guard by the Perish trapper set.

**Faster Pokemon**: Due to Azumarill's only slightly above average bulk and abysmal Speed stat, it can often find itself being overwhelmed by excessive offensive pressure. As long as an offensive threat can deal some notable damage to it while not without being threatened by Choice Band Aqua Jet, they it can often threaten Azumarill with a large chunk of damage. Pokemon such as Bewear, Scizor, Cobalion, Mega Manectric, and Togekiss are all usually able to inflict large amounts of damage to Azumarill, which will likely at least debilitate it throughout the remainder of a match.

**Bulky Regenerator Pokemon**: Both Alomomola and Amoonguss, the two most notable Regenerator users in UU, are very annoying to Azumarill. Alomomola has the raw bulk to switch into Azumarill and easily scout what move it locks itself into, while Amoonguss solidifies itself as the single hardest counter to Azumarill through by virtue of its typing. While the Belly Drum set Both can be muscled through by the Belly Drum set, but both, Amoonguss can even somewhat comfortably survive a +6 Knock Off if it is not holding an item. Both Pokemon must be wary of being caught off guard by a Perish trapping Azumarill, though, as it can easily lure them in and remove them from play.

**Quagsire**: While Belly Drum Azumarill would otherwise be able to decimate stall teams with its excellent coverage and obscene power, Unaware Quagsire often blocks it from sweeping through, (AC) as it can comfortably soak up Play Rough thanks to its ability Unaware, which treats Azumarill as if it is firing off unboosted attacks.

**Strong Priority Users**: The UU tier is littered with powerful priority moves. Most notably, offensive Scizor can easily 2HKO Azumarill with Bullet Punch, allowing them it to take out Belly Drum variants. Entei and Zygarde-10%'s Extreme Speed are both is not quite as strong but more than capable of dealing large chunks of damage to Azumarill.

**Volt Switch and U-turn Users**: Multiple Electric-type Pokemon like Rotom-W, Mega Manectric, and Raikou can not only threaten Azumarill with a super effective Electric-type STAB attack (RC) but can also easily escape from any trapping attempts done by Perish Song Azumarill thanks to Volt Switch allowing them to escape manually. Many U-turn users like Scizor, Crobat, Mega Pidgeot, and Gliscor can use U-turn in a similar fashion to escape from Whirlpool trapping in a similar fashion.

**Water-immune Pokemon**: Pokemon like Seismitoad, Gastrodon, Mantine, and Volcanion are all unable to be trapped by Perish Song Azumarill by virtue of their abilities that make them immune to Water-type moves. Their presence alone often makes it extremely hard for Azumarill to trap targets with Whirlpool and net KOs. They also often will dissuade a Choice Band variant of Azumarill from locking itself into a Water-type move, as they can gain momentum and punish Azumarill for doing so.
 
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[OVERVIEW]

Backed by an excellent Water / Fairy typing, above average bulk, and two excellent abilities in Huge Power and Sap Sipper, Azumarill can be both a potent wallbreaker and a defensive wall. Azumarill has a variety of great tools in its arsenal such as high-powered STAB moves in Liquidation and Play Rough, excellent coverage options like Ice Punch, Knock Off, and Superpower, and strong priority in Huge Power-boosted STAB Aqua Jet. With all of these traits, Azumarill can be a fearsome wallbreaker equipped with a Choice Band; only a select few Pokemon in UU provide true defensive counterplay. Azumarill's overall bulk is quite impressive as well, as it has the ability to tank hits from some of UU's most powerful attackers like Mega Aerodactyl and Latias and easily OHKO them in return. However, using a Choice Band can often have noticeable drawbacks. Azumarill being locked into a Water-type move can give threats like Rotom-W, Serperior, and Latias a fair amount of breathing room, while being locked into Play Rough can give away turns to Scizor, Nidoking, and Doublade. Azumarill can also struggle when locked into its coverage moves, as they are not especially powerful if not connecting with the appropriate targets. Azumarill's access to Belly Drum can also make it a potent late-game sweeper, as +6 Aqua Jet will OHKO most targets that don't resist it. Such sets are not particularly hard to revenge kill, though, as a large number of Water-resistant Pokemon are faster than it and can avoid an OHKO from +6 Aqua Jet if relatively healthy. In addition to its signature Choice Band and Belly Drum sets, Azumarill can also utilize a set with Perish Song and Whirlpool, which allows it to lure in its more standard checks and easily remove them. On top of this, its defensive sets have access to the ability Sap Sipper, which allows them to also switch into strong Grass-types like Mega Sceptile and Serperior with ease. However, a Perish trapping Azumarill is usually not as threatening as its offensive sets once it has been revealed, and counterplay such as Rotom-W, Mega Manectric, Empoleon, and Seismitoad will make its trapping job much more difficult. Furthermore, Azumarill is far from impossible to take down. Offensive Azumarill sets usually heavily invests in Speed and Attack, meaning that their decent bulk will not go extremely far. When given ample opportunity, common UU threats like Serperior and Rotom-W can take advantage of Azumarill and gain free turns. While attempting to discern which set Azumarill is from Team Preview can be difficult to properly deal with early on in a game, its low Speed and average bulk when not uninvested make it very manageable to a properly prepared team.

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

[SET COMMENTS]

Moves
========

Liquidation is Azumarill's go-to Water-type STAB attack, as it has fairly high Base Power backed by a 20% chance to drop its target's Defense stat. Play Rough is Azumarill's only Fairy-type STAB attack, providing high power with few drawbacks. Knock Off is an all-around useful move that Azumarill can use to cripple some of its defensive checks such as Tentacruel, Empoleon, Amoonguss, and Alomomola and also naturally synergizes well with Water-type moves. Superpower can be used to give Azumarill the option to OHKO Empoleon and Cobalion. Alternatively, Ice Punch is an option to pressure Amoonguss, which is otherwise the single best check to Azumarill. Aqua Jet gives Azumarill a strong STAB priority move backed by Huge Power and Choice Band that it can utilize to pick off frail or Water-weak threats like Mega Aerodactyl, Terrakion, Nidoking, and Mega Beedrill.

Set Details
========

Maximum Attack investment with an Adamant nature ensures that Azumarill will hit its targets as hard as possible. 164 Speed EVs make Azumarill outpace 0 Speed Mantine, allowing it to hit it with Play Rough without risking a Scald burn. Alternatively, Azumarill can use 204 Speed EVs to outpace the somewhat rare Florges. 92 HP EVs minimize the chance that Latias can 2HKO Azumarill with Psychic while adding to Azumarill's overall bulk, allowing it to survive things attacks such as two Earthquakes from Gliscor after one round of Stealth Rock. If you would prefer to completely eliminate the chance of Latias 2HKOing Azumarill, the 92 HP EVs can be placed in Special Defense instead. Huge Power is Azumarill's ability of choice for this set, as it boosts its extremely mediocre base Attack stat to roughly base 150. Choice Band will increase Azumarill's Attack stat even further without compromising its decent defensive utility like a Life Orb would. This comes at the cost of Azumarill locking itself into a single move, however.

Usage Tips
========

Azumarill should be quite selective about what it switches into, as its decent bulk will not go as far as possible if it switches directly intro strong hits. Most offensive threats in the tier have the potential to 2HKO Azumarill, so it should attempt to switch into resisted hits from Pokemon like Choice Scarf Infernape and Hydreigon or attempt to switch in when a Pokemon like Hippowdon or Gliscor is forced to recover. Azumarill also needs to play aggressively to get as much damage off as possible, so don't be afraid to predict a switch when you threaten a Water-weak Pokemon like Terrakion with a potential Aqua Jet. However, Azumarill can also be somewhat vulnerable when locked into any one of its moves, so the consequences of this should be taken into account before selecting a move. For example, locking itself into Liquidation or Aqua Jet can give away free turns to threats like Serperior and Latias. Azumarill also excels at being able to take hits and trade hits, but it must be wary of threatening variants of its typical targets like Electrium Z Latias and Steelium Z Cobalion.

Team Options
========

Azumarill highly appreciates VoltTurn support to switch in freely, so Pokemon such as Rotom-W, Beedrill, Scizor, and Gliscor are all valuable partners. In this way, Azumarill usually fits on more offensive playstyles. However, Azumarill's good defensive capabilities should often be used as a secondary countermeasure to threats like Latias, Infernape, and Mega Sharpedo, so having teammates like Klefki, Mega Steelix, Latias, and Mantine will help its team not mean that its team doesn't rely heavily on it for checking these Pokemon. Good countermeasures for threats like Mega Sceptile, Rotom-C, and Serperior are needed for Azumarill to function, as these Pokemon can easily threaten to KO it. Teammates like Bronzong and Togekiss do well against Mega Sceptile, Dragon-types like Hydreigon and Latias do well against Rotom-C, and Mega Beedrill, Crobat, Alolan Muk, and Choice Scarf Infernape all do well against Serperior. Electric-immune Pokemon like Mega Sceptile, Hippowdon, and Krookodile make good partners for Azumarill, as it needs to be able to pull back against threatening Electric-type Pokemon such as Rotom-W and Mega Manectric. Healing Wish from Latias or the more niche Alomomola is also a particularly useful move to use alongside Azumarill, as healing it back to full health after it's been weakened will allow it to cause more damage to the opposing team. Finally, specially oriented sweepers like Serperior and Latias will often appreciate Azumarill's sheer power, which allows it to weaken a variety of defensive Pokemon like Empoleon and Klefki and assist them its teammates in sweeping.

[SET]
name: Perish Trapper
move 1: Whirlpool
move 2: Perish Song
move 3: Protect
move 4: Rest
item: Leftovers
ability: Sap Sipper
nature: Bold
evs: 252 HP / 252 Def / 4 SpD


[SET COMMENTS]

Moves
========

While weak, Whirlpool provides Azumarill with a way of trapping its foes while also dealing residual damage over four to five turns. Once trapped, Perish Song allows Azumarill to remove its targets from play in three turns, as long as they can't switch out via U-turn or Volt Switch. Protect enables Azumarill to freely stall at least one turn after it has used Perish Song and assists it in gaining passive recovery via Leftovers. Rest will allow Azumarill to heal itself back to full health at the cost of sleeping two turns, which allows it to execute this strategy more than once in a game, as well as allowing it to shrug off otherwise bothersome status conditions. Azumarill can also attempt to use Toxic or Knock Off to pressure usual counters to this set like Seismitoad and Rotom-W or Play Rough to be able to more directly pressure Hydreigon, Kyurem, and Latias. All of these options fit most easily over Rest, as Azumarill needs Protect to fufill its trapping task to the best of its ability. Be wary when using this, as Azumarill is much easier to wear down without a recovery move.

Set Details
========

Maximum investment in HP and Defense with a Bold nature allows Azumarill to most effectively fulfill its role as a bulky Water-type, allowing it to pivot into threats like Choice Scarf Infernape and Crawdaunt. Sap Sipper is Azumarill's most useful ability for defensive sets, as it hardly needs Huge Power, while Sap Sipper gives it a useful immunity to Grass-type moves like Serperior's Leaf Storm and Amoonguss's Spore. Leftovers allows Azumarill to gain passive recovery every turn, which allows it to not rely on Rest to heal itself back to full HP as much.

Usage Tips
========

Don't be afraid to use Whirlpool freely early on in a game, as it often can catch some of Azumarill's usual switch-ins like Amoonguss and Alomomola as well as deal quick chip damage to other checks like Rotom-W and Mega Manectric. Be careful, as Azumarill prefers to not take damage from entry hazards early on in a game, as it can often bluff having a Choice Band if given the opportunity. It is important that its teammates can remove entry hazards for this bluff to be effective, as Azumarill is vulnerable to every type of entry hazard. Additionally, without any strong attacks to use, Azumarill can give offensive threats like Mega Manectric and Nidoking a lot of breathing room, so it can tend to struggle against more offensive builds. It excels at trapping and removing its typical defensive answers like Alomomola and Amoonguss, as well as dismantling more defensively oriented teams in general. Azumarill should also typically avoid using Rest for as long as possible, as it makes it extremely passive for two turns. However, it can use it when it needs to quickly recover a large amount of HP or shrug off an annoying status condition.


Team Options
========

Hippowdon is a great partner for Perish Song Azumarill, as it provides a useful Electric-type immunity to assist Azumarill against Mega Manectric. In return, Azumarill can also absorb any Grass-type moves aimed at Hippowdon. The combination of Sand Stream and Whirlpool can also be useful, as it will rack up large amounts of residual damage over a few turns. As Perish trap Azumarill fits on more defensively oriented teams, it will always appreciate having teammates that can remove entry hazards well, both to preserve its general bulk and to potentially bluff a Choice Band set. Gliscor, Rotom-W, and Serperior are decent Defog users that can synergize well with Azumarill. Azumarill also highly appreciates cleric support from the likes of Sylveon, Serperior, Umbreon, and Mega Altaria to cut down the turns it sleeps after using Rest. Pokemon capable of trapping Volt Switch and U-turn users are useful partners for Perish Song Azumarill. Magneton can trap Scizor, which can escape from Whirlpool via U-turn, while Alolan Muk can chip down Mega Manectric, Rotom-W, Raikou, and Rotom-C with Pursuit, which can all threaten to use Volt Switch on Azumarill. Whirlpool Azumarill has the ability to lure in and remove some of the offensive sets' most common defensive checks. Teammates like Serperior and and Calm Mind Suicune can often sweep much more easily if Azumarill manages to remove an opposing Amoonguss. Physical sweepers like Swords Dance Scizor and Hone Claws Mega Aerodactyl will appreciate Azumarill being able to take out Alomomola and Tentacruel.


[SET]
name: Belly Drum
move 1: Belly Drum
move 2: Aqua Jet
move 3: Play Rough
move 4: Knock Off
item: Sitrus Berry / Normalium Z
ability: Huge Power
nature: Adamant
evs: 92 HP / 252 Atk / 164 Spe

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

Belly Drum allows Azumarill to boost its Attack to +6 at the cost of half of it's its HP. In conjunction with Aqua Jet, it can attempt to sweep through offensive and balance teams alike. Aqua Jet functions as Azumarill's only Water-type STAB move, since it must drop Liquidation in order to preserve its coverage. Play Rough is Azumarill's obligatory second STAB move, which also allows it to hit decently hard when not at +6 boosted to maximum Attack. Knock Off provides good neutral coverage alongside Azumarill's Water-type STAB move, allowing it to KO a large portion of the metagame when boosted by Belly Drum.

Set Details
========

92 HP EVs minimize the chance that Latias will be able to 2HKO Azumarill with Psychic, (RC) as well as and add to Azumarill's decent general bulk. The 92 HP EVs can be placed in Special Defense instead if you would like to completely remove the chance that Latias can 2HKO Azumarill without Thunderbolt or Thunder. Maximum investment in Attack with an Adamant nature ensures that Azumarill will hit as hard as possible in all situations. 164 Speed EVs allow Azumarill to outspeed the uninvested base 70 Speed tier, most notably Mantine. Azumarill can alternatively use 204 Speed EVs to creep the somewhat uncommon Florges, but once Azumarill maximizes its Attack with Belly Drum, (AC) this exchange will not be very crucial to this teams success. Azumarill can use Sitrus Berry to either recover a chunk of HP after using Belly Drum or get the Belly Drum off after taking a hit that would otherwise cleanly 2HKO it. Alternatively, Azumarill can use Normalium Z-enhanced Belly Drum to fully recover its HP before gaining the +6 Attack boost, which essentially ensures that it will be able to get the boost off. It can also be used to attempt to give Azumarill two attempts at sweeping.

Usage Tips
========

Unlike other variants of Azumarill, Belly Drum Azumarill needs to be played conservatively, as attempting to set up prematurely will very likely result in it not sweeping. Belly Drum variants also require any faster Pokemon capable of taking a +6 Aqua Jet such as Latias, Rotom-W, and Serperior to be chipped down into KO range to sweep. While Azumarill has acceptable bulk, it often needs to find a good opportunity to set up, as attempting to set up on a Pokemon than can potentially 2HKO it will typically end badly for the Azumarill user. Pokemon like Choice Scarf Infernape and Choice Scarf Hydreigon and Latias can give Azumarill free setup when they lock themselves into Flare Blitz or Draco Meteor, respectively. If it seems difficult to execute a sweep with Azumarill, it can attempt to set up to break open holes for its teammates to sweep more easily. Normalium Z can be helpful for Azumarill to pull off a Belly Drum sweep, as a large majority of the offensive threats in UU are capable of cleanly 2HKOing it. Alternatively, Azumarill can attempt to set up twice in one game with a regular Belly Drum first, followed by a Z-Belly Drum, which will restore its HP to full before cutting it to 50%.

Team Options
========

Trapping and removing fast Water-resistant foes is often useful for Azumarill. Alolan Muk often does well at annoying the likes of Rotom-W, Latias, and Serperior. Belly Drum Azumarill is usually most at home on extremely aggressive offensive teams. Other offensive Water-type sweepers such as Mega Sharpedo, Crawdaunt, Barbaracle, Volcanion, and offensive variants of Rotom-W can all pressure common Water-type checks like Amoonguss and Latias. Klefki is often a good partner for Belly Drum Azumarill, as laying Spikes often helps Azumarill get its targets in range of +6 Aqua Jet. In addition, Klefki can use Thunder Wave against fast offensive threats to prevent Azumarill from having to rely on Aqua Jet to KO them. In addition, any Pokemon that can viably run Light Screen or Reflect makes a good partner for Azumarill, as any means of giving it safer setup is highly valuable. Partners that can carry one of these moves efficiently, (AC) such as Rotom-W and Klefki, (AC) are recommended, as other more unorthodox choices such as Latias and Togekiss usually do not have room for such in their viable movesets. Aurorus and Alolan Sandslash are extremely rare choices that can somewhat efficiently set Aurora Veil in conjunction with each other, which is extremely helpful for Azumarill. Be careful when running this combination with Azumarill, as it also will fill up two slots on a team with what are otherwise very mediocre Pokemon.

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

Azumarill can attempt to run a Jolly nature on its offensive sets to attempt to get the jump on uninvested Suicune and the rare Adamant Crawdaunt. However, the drop in power is often very noticeable. For example, Jolly Azumarill will fail to OHKO Alolan Muk after one round of Stealth Rock damage as well as fail to OHKO Mega Aerodactyl with Aqua Jet. Defensive Azumarill can alternatively run a set of Scald / Toxic / Rest / Sleep Talk, which takes advantage of its great typing and focuses more on utilizing its defensive attributes. However, this set generally isn't preferable, as it lacks either the raw bulk or utility that competiting competing bulky Water-types such as Swampert and Rotom-W have, as well as becoming extremely passive due to relying on Rest for recovery. Azumarill can attempt to run items like Pixie Plate or Splash Plate to boost it's its offensive abilities while retaining the ability to switch moves. Again, though, the lack of power is often very noticeable, and a smart opponent may catch on to the lack of damage output. Azumarill can also attempt to run Power-Up Punch on non-Choice Band offensive sets as a means to make up for the lack of power while keeping the ability to switch moves. However, this trades its other strong potential coverage moves like Superpower, Ice Punch, and Knock Off, as Liquidation, Play Rough, and Aqua Jet are irreplaceable.

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

**Fast Water-resistant Pokemon that Resist Water**: A large majority of Water-resistant Pokemon are capable of easily revenge killing Azumarill thanks to its reliance on Aqua Jet and abysmal Speed stat. Pokemon like Tentacruel, Serperior, Latias, Rotom-W, and even Haxorus and Mega Sceptile can all easily keep Azumarill in check. In addition, as long as such Pokemon are kept relatively healthy, Belly Drum variants of Azumarill are almost always limited to a single KO. Be wary, though, as Tentacruel, Serperior, and Mega Sceptile are all capable of being caught off guard by the Perish trapper set.

**Faster Pokemon**: Due to Azumarill's only slightly above average bulk and abysmal Speed stat, it can often find itself being overwhelmed by excessive offensive pressure. As long as an offensive threat can deal some notable damage to it without being threatened by Choice Band Aqua Jet, it can often threaten Azumarill with a large chunk of damage. Pokemon such as Bewear, Scizor, Cobalion, Mega Manectric, and Togekiss are all usually able to inflict large amounts of damage to Azumarill, which will likely at least debilitate it throughout the remainder of a match.

**Bulky Regenerator Pokemon**: Both Alomomola and Amoonguss, the two most notable Regenerator users in UU, are very annoying to Azumarill. Alomomola has the raw bulk to switch into Azumarill and easily scout what move it locks itself into, while Amoonguss solidifies itself as the single hardest counter to Azumarill by virtue of its typing. While the Belly Drum set can muscle through both, Amoonguss can even somewhat comfortably survive a +6 Knock Off if it is not holding an item. Both Pokemon must be wary of being caught off guard by a Perish trapping Azumarill, though, as it can easily lure them in and remove them from play.

**Quagsire**: While Belly Drum Azumarill would otherwise be able to decimate stall teams with its excellent coverage and obscene power, Unaware Quagsire often blocks it from sweeping through, as it can comfortably soak up Play Rough.

**Strong Priority Users**: The UU tier is littered with powerful priority moves. Most notably, offensive Scizor can easily 2HKO Azumarill with Bullet Punch, allowing it to take out Belly Drum variants. Entei and Zygarde-10%'s Extreme Speed is not quite as strong but more than capable of dealing large chunks of damage to Azumarill.

**Volt Switch and U-turn Users**: Multiple Electric-type Pokemon like Rotom-W, Mega Manectric, and Raikou can not only threaten Azumarill with a super effective Electric-type STAB attack but also easily escape from any trapping attempts done by Perish Song Azumarill thanks to Volt Switch allowing them to escape manually. Many U-turn users like Scizor, Crobat, Mega Pidgeot, and Gliscor can escape from Whirlpool trapping in a similar fashion.

**Water-immune Pokemon**: Pokemon like Seismitoad, Gastrodon, Mantine, and Volcanion are all unable to be trapped by Perish Song Azumarill by virtue of their abilities that make them immune to Water-type moves. Their presence alone often makes it extremely hard for Azumarill to trap targets with Whirlpool and net KOs. They also often will dissuade a Choice Band variant of Azumarill from locking itself into a Water-type move, as they can gain momentum and punish Azumarill for doing so.
 
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