Overview
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Pros:
+ Huge power gives it 24 attack, as much as Cranidos
+ Lack of speed makes it a good trick room sweeper
+ Fairy typing provides a resistance to Sucker Punch and Knock Off, two moves that would otherwise threaten Azurill
+ Life orb-backed Return is insanely powerful, 2HKOing everything that doesn't resist
+ Heck, even without any hazards up Azurill 2HKOs at worst everything except SturdyJuice users and LILEEP.
+ Has access to the newly-buffed Knock Off, threatening Ghosts that are immune to Azurill's STAB
Cons:
- Weak to bullet punch, a common priority move
- Absolutely no Fairy STAB whatsoever
- Terrible movepool, only gets Waterfall, Knock Off, Iron Tail, Bounce, and Rollout outside of STAB
- Incredibly frail, this thing will not take even resisted hits well at all
- Seriously, it's only slightly bulkier than Carvanha
- Also incredibly slow, with max investment it can hit only 12 speed
- Faces competition from Cubone and Cranidos as a trick room sweeper, both are more powerful and have more coverage options
- Faces competition from Bunnelby as a Huge Power abuser, as it hits 28 attack to Azurill's 24 and is much faster
- This leads to an argument over whether Azurill is truly viable, or merely usable
- This thing needs Trick Room to function properly, once Trick Room ends, Azurill becomes reduced to death fodder unless your opponent tries to set up on Azurill instead of killing it
- No matter how hard you try, Azurill will NOT be sweeping teams at all unless your opponent misplays terribly
- Azurill cannot do anything outside of Trick Room before it is KO'd
- Requires lots and lots of team support to do its job as well possible
Trick Room Sweeper
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name: Trick Room Sweeper
move 1: Return
move 2: Knock Off
move 3: Waterfall
move 4: Double-Edge
ability: Huge Power
item: Life Orb
evs: 116 HP / 196 Atk / 116 Def / 36 SpD
ivs: 0 Spe
nature: Brave
Moves
========
- Return is your spammable STAB
- Knock off is for Ghosts or steels
- Waterfall is for Rock-types
- Double-edge should be used only when Return won't OHKO, but Double-edge will
Set Details
========
- Brave is used because you're going to be using this in trick room(duh), attack is maxed to make Azurill hit as hard as possible
- The Defense EVs are to weaken opposing priority, so that Azurill doesn't become useless after being hit with a Quick Attack or the like
- Azurill is frail enough for every 80 Defense EVs to matter
- Azurill can't hit 19 HP, so 23 HP is its next-best bet
- Life orb makes Azurill hit even harder
Damage Calculations
========
Usage Tips
========
- Azurill is best brought in after a teammate's death as an early-game wallbreaker
- Don't switch Azurill in to an attack, it will most likely be weakened to the point where it's useless, if it doesn't faint outright
- Spam attacks and wreak havoc, then sac it when Trick Room runs out
- Try to avoid Pawniard
- If you can't KO a wall, Knock Off is helpful to cripple it
- Azurill's goal is to weaken the opposing team to the point that whatever cleaner you have can finish the job easily, don't think about sweeping with it
Team Options
========
- Trick Room setters such as Porygon and Spritzee
- Pumpkaboo-Super deserves mention as it can Explode or Destiny Bond after setting Trick Room, giving Azurill a free switch-in while weakening or killing one of the opposing mons, making Azurill's job easier
- Late-game cleaners such as Choice Scarf Bunnelby work well, and like Azurill for softening up the opponent's team
- Hazard setters break Sturdy, something that Azurill is very much grateful for, as just one layer of spikes lets it OHKO Magnemite and Timburr and possibly OHKO Tirtouga before they can OHKO it
- Azurill requires a lot of support to use effectively, but late-game sweepers and cleaners appreciate its help in busting through even the bulkiest of LC walls with relative ease
Other Options
########
- Almost none due to Azurill's barren movepool
- Iron Tail can be used if you dislike redundant normal-type moves, but it doesn't hit anything important that Azurill's STAB would except Lileep
- Azurill can be used outside of a Trick Room team with a healthy amount of Baton Pass or Thunder Wave support
- Azurill can have maximum speed investment to outspeed most walls outside of Trick Room
Checks & Counters
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- Very few things have the massive physical bulk required to avoid the 2HKO, but Spritzee, Vullaby, and Slowpoke avoid the OHKO and can KO back with their respective moves
- Fake Out Mienfoo can stall out Trick Room, although something has to switch in, which is difficult without Azurill KOing it
- Pawniard avoids the OHKO from any move, and OHKOs with Iron Head unless Waterfall flinches
- Lileep avoids the 2HKO, and can spam Recover as Azurill falls to Life Orb and Double-Edge recoil or fails to break through it with Return
- Sash+Protect Abra can stall out Trick Room, ending Azurill's attempt at a rampage
- Anything with sturdy, as long as hazards aren't up (e.g. Tirtouga, Dwebble, and Magnemite in particular)
- Tirtouga avoids the OHKO unless both SR and Spikes are up, and Stone Edge will certainly KO Azurill after Life Orb recoil
- Priority wrecks this thing, it's frail enough for priority to easily do over 50% (Mienfoo, Fletchling, and Timburr are all common priority users, but Bunnelby sometimes runs Quick Attack)
- If you make good predictions to stall out Trick Room, Azurill becomes deadweight
########
Pros:
+ Huge power gives it 24 attack, as much as Cranidos
+ Lack of speed makes it a good trick room sweeper
+ Fairy typing provides a resistance to Sucker Punch and Knock Off, two moves that would otherwise threaten Azurill
+ Life orb-backed Return is insanely powerful, 2HKOing everything that doesn't resist
+ Heck, even without any hazards up Azurill 2HKOs at worst everything except SturdyJuice users and LILEEP.
+ Has access to the newly-buffed Knock Off, threatening Ghosts that are immune to Azurill's STAB
Cons:
- Weak to bullet punch, a common priority move
- Absolutely no Fairy STAB whatsoever
- Terrible movepool, only gets Waterfall, Knock Off, Iron Tail, Bounce, and Rollout outside of STAB
- Incredibly frail, this thing will not take even resisted hits well at all
- Seriously, it's only slightly bulkier than Carvanha
- Also incredibly slow, with max investment it can hit only 12 speed
- Faces competition from Cubone and Cranidos as a trick room sweeper, both are more powerful and have more coverage options
- Faces competition from Bunnelby as a Huge Power abuser, as it hits 28 attack to Azurill's 24 and is much faster
- This leads to an argument over whether Azurill is truly viable, or merely usable
- This thing needs Trick Room to function properly, once Trick Room ends, Azurill becomes reduced to death fodder unless your opponent tries to set up on Azurill instead of killing it
- No matter how hard you try, Azurill will NOT be sweeping teams at all unless your opponent misplays terribly
- Azurill cannot do anything outside of Trick Room before it is KO'd
- Requires lots and lots of team support to do its job as well possible
Trick Room Sweeper
########
name: Trick Room Sweeper
move 1: Return
move 2: Knock Off
move 3: Waterfall
move 4: Double-Edge
ability: Huge Power
item: Life Orb
evs: 116 HP / 196 Atk / 116 Def / 36 SpD
ivs: 0 Spe
nature: Brave
Moves
========
- Return is your spammable STAB
- Knock off is for Ghosts or steels
- Waterfall is for Rock-types
- Double-edge should be used only when Return won't OHKO, but Double-edge will
Set Details
========
- Brave is used because you're going to be using this in trick room(duh), attack is maxed to make Azurill hit as hard as possible
- The Defense EVs are to weaken opposing priority, so that Azurill doesn't become useless after being hit with a Quick Attack or the like
- Azurill is frail enough for every 80 Defense EVs to matter
- Azurill can't hit 19 HP, so 23 HP is its next-best bet
- Life orb makes Azurill hit even harder
Damage Calculations
========
196+ Atk Life Orb Huge Power Azurill Knock Off (97.5 BP) vs. 196 HP / 156+ Def Eviolite Slowpoke: 18-23 (64.2 - 82.1%) -- guaranteed 2HKO
196+ Atk Life Orb Huge Power Azurill Return vs. 212 HP / 196+ Def Eviolite Spritzee: 16-19 (59.2 - 70.3%) -- guaranteed 2HKO
196+ Atk Life Orb Huge Power Azurill Return vs. 116 HP / 76+ Def Eviolite Vullaby: 16-19 (64 - 76%) -- guaranteed 2HKO
196+ Atk Life Orb Huge Power Azurill Double-Edge vs. 0 HP / 76 Def Eviolite Timburr: 21-27 (87.5 - 112.5%) -- 50% chance to OHKO
196+ Atk Life Orb Huge Power Azurill Double-Edge vs. 0 HP / 36 Def Eviolite Mienfoo: 21-27 (100 - 128.5%) -- guaranteed OHKO
196+ Atk Life Orb Huge Power Azurill Return vs. 212 HP / 196+ Def Eviolite Spritzee: 16-19 (59.2 - 70.3%) -- guaranteed 2HKO
196+ Atk Life Orb Huge Power Azurill Return vs. 116 HP / 76+ Def Eviolite Vullaby: 16-19 (64 - 76%) -- guaranteed 2HKO
196+ Atk Life Orb Huge Power Azurill Double-Edge vs. 0 HP / 76 Def Eviolite Timburr: 21-27 (87.5 - 112.5%) -- 50% chance to OHKO
196+ Atk Life Orb Huge Power Azurill Double-Edge vs. 0 HP / 36 Def Eviolite Mienfoo: 21-27 (100 - 128.5%) -- guaranteed OHKO
Usage Tips
========
- Azurill is best brought in after a teammate's death as an early-game wallbreaker
- Don't switch Azurill in to an attack, it will most likely be weakened to the point where it's useless, if it doesn't faint outright
- Spam attacks and wreak havoc, then sac it when Trick Room runs out
- Try to avoid Pawniard
- If you can't KO a wall, Knock Off is helpful to cripple it
- Azurill's goal is to weaken the opposing team to the point that whatever cleaner you have can finish the job easily, don't think about sweeping with it
Team Options
========
- Trick Room setters such as Porygon and Spritzee
- Pumpkaboo-Super deserves mention as it can Explode or Destiny Bond after setting Trick Room, giving Azurill a free switch-in while weakening or killing one of the opposing mons, making Azurill's job easier
- Late-game cleaners such as Choice Scarf Bunnelby work well, and like Azurill for softening up the opponent's team
- Hazard setters break Sturdy, something that Azurill is very much grateful for, as just one layer of spikes lets it OHKO Magnemite and Timburr and possibly OHKO Tirtouga before they can OHKO it
- Azurill requires a lot of support to use effectively, but late-game sweepers and cleaners appreciate its help in busting through even the bulkiest of LC walls with relative ease
Other Options
########
- Almost none due to Azurill's barren movepool
- Iron Tail can be used if you dislike redundant normal-type moves, but it doesn't hit anything important that Azurill's STAB would except Lileep
- Azurill can be used outside of a Trick Room team with a healthy amount of Baton Pass or Thunder Wave support
- Azurill can have maximum speed investment to outspeed most walls outside of Trick Room
Checks & Counters
########
- Very few things have the massive physical bulk required to avoid the 2HKO, but Spritzee, Vullaby, and Slowpoke avoid the OHKO and can KO back with their respective moves
- Fake Out Mienfoo can stall out Trick Room, although something has to switch in, which is difficult without Azurill KOing it
- Pawniard avoids the OHKO from any move, and OHKOs with Iron Head unless Waterfall flinches
- Lileep avoids the 2HKO, and can spam Recover as Azurill falls to Life Orb and Double-Edge recoil or fails to break through it with Return
- Sash+Protect Abra can stall out Trick Room, ending Azurill's attempt at a rampage
- Anything with sturdy, as long as hazards aren't up (e.g. Tirtouga, Dwebble, and Magnemite in particular)
- Tirtouga avoids the OHKO unless both SR and Spikes are up, and Stone Edge will certainly KO Azurill after Life Orb recoil
- Priority wrecks this thing, it's frail enough for priority to easily do over 50% (Mienfoo, Fletchling, and Timburr are all common priority users, but Bunnelby sometimes runs Quick Attack)
- If you make good predictions to stall out Trick Room, Azurill becomes deadweight
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