#0184
Azumarill

Azumarill

Water Fairy

Abilities

  • Thick Fat Halves the damage the Pokémon takes from Fire- and Ice-type moves.
  • Huge Power Doubles the power of the Pokémon's physical moves.
  • Sap Sipper Hidden Grass-type moves do not work on the Pokémon. Instead, they boost its Attack stat by 1 stage.

Stat Points

HP
100
ATK
50
DEF
80
Sp. Atk
60
Sp. Def
80
SPE
50

Weakness and Resistance

2x ⦿ Super Effective
Grass Electric Poison
1x – Normal
Normal Ground Flying Psychic Rock Ghost Steel Fairy
0.5x △ Resists
Fire Water Ice Fighting Bug Dark
0x × Immune
Dragon

Learnable Moves (65)

Name Type Category Power PP Description
Alluring Voice special 80 12 Confuses the target if its stats were boosted during the turn this move is used.
Amnesia status - 20 Boosts the user's Sp. Def stat by 2 stages.
Aqua Jet physical 40 20 —
Aqua Ring status - 20 The user gains the Aqua Ring status, where the Pokémon restores 1/16 of its max HP at the end of every turn.
Aqua Tail physical 90 12 —
Belly Drum status - 12 The user loses 1/2 of its max HP to boost its Attack stat to its sixth stage. This move fails if the user doesn’t have enough remaining HP.
Blizzard special 110 8 Has a 10% chance of freezing the target.
Body Slam physical 85 16 Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Bounce physical 85 8 The user gains the Sky-High status on the turn this move is used, where the Pokémon cannot be hit my most moves and is unaffected by terrain, then attacks on the following turn. This move has a 30% chance of paralyzing the target.
Brick Break physical 75 16 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Brutal Swing physical 60 20 —
Bulldoze physical 60 20 Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Charm status - 20 Lowers the target's Attack stat by 2 stages.
Chilling Water special 50 20 Lowers the target's Attack stat by 1 stage.
Copycat status - 20 The user mimics the move that was last used. This move fails if no other move has been used yet.
Dig physical 80 12 The user gains the Underground status on the turn this move is used, then attacks on the following turn.
Dive physical 80 12 The user gains the Submerged status on the turn this move is used, where the Pokémon cannot be hit by most moves and is unaffected by terrain, then attacks on the following turn.
Double-Edge physical 120 16 The user takes 1/3 of the damage dealt by this move.
Draining Kiss special 50 12 The user's HP is restored by 3/4 of the damage dealt by this move.
Encore status - 8 Gives the target the Encore status, where the Pokémon can only use whichever move it last used before gaining the status.
Endure status - 12 During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Facade physical 70 20 This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
Fake Tears status - 20 Lowers the target's Sp. Def stat by 2 stages.
Fling physical - 12 This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Focus Blast special 120 8 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Focus Punch physical 150 20 This move fails if the user has already taken damage from a move in the same turn.
Future Sight special 120 12 Gives the target the Future Attack status, where the Pokémon in the targeted spot will take damage 2 turns after the status is activated.
Giga Impact physical 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Grass Knot special - 20 The heavier the target, the greater this move’s power (ranging between 20 and 120).
Helping Hand status - 20 Boosts the power of an ally’s move by 50% during the turn this move is used.
Hydro Pump special 110 8 —
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Hyper Voice special 90 12 —
Ice Beam special 90 12 Has a 10% chance of freezing the target.
Ice Punch physical 75 16 Has a 10% chance of freezing the target.
Ice Spinner physical 80 16 Removes any terrain.
Icy Wind special 55 16 Lowers targets' Speed stats by 1 stage.
Knock Off physical 65 20 This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
Light Screen status - 20 Gives the user’s side the Light Screen status for 5 turns, where damage taken from special moves are reduced by 1/2 in Singles and 1/3 in Doubles.
Liquidation physical 85 12 Has a 20% chance of lowering the target's Defense stat by 1 stage.
Misty Explosion special 100 8 If the user is under the effect of Misty Terrain, this move's power is boosted by 50%. The user faints upon using this move.
Misty Terrain status - 12 Turns the entire field into Misty Terrain for 5 turns.
Mud Shot special 55 16 Lowers the target's Speed stat by 1 stage.
Mud-Slap special 20 12 Lowers the target's Accuracy stat by 1 stage.
Muddy Water special 90 12 Has a 30% chance of lowering targets' accuracy by 1 stage.
Perish Song status - 8 Gives all Pokémon on the field the Perishing status, where the Pokémon will faint 3 turns after gaining the status.
Play Rough physical 90 12 Has a 10% chance of lowering the target's Attack stat by 1 stage.
Protect status - 8 The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Rain Dance status - 8 Summons rain for 5 turns.
Rest status - 8 Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Round special 60 16 If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
Sing status - 16 Puts the target to sleep.
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Snowscape status - 8 Summons snow for 5 turns.
Soak status - 20 Changes the target's type to Water.
Substitute status - 12 The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Superpower physical 120 8 Lowers the user's Attack and Defense stats by 1 stage.
Surf special 90 16 This move's power is doubled against targets that have the Submerged status.
Tickle status - 20 Lowers the target's Attack and Defense stats by 1 stage.
Trailblaze physical 50 20 Boosts the user's Speed stat by 1 stage.
Uproar special 90 12 The user gains the Uproar status. For 3 turns, the Pokémon continues its attack and is unable to take any other actions. During this time, no Pokémon on the field can fall asleep.
Water Pulse special 60 20 Has a 20% chance of confusing the target.
Waterfall physical 80 16 Has a 20% chance of making the target flinch.
Whirlpool special 35 16 Gives the target the Bound status, where the Pokémon takes 1/8 damage of its max HP at the end of every turn and it cannot switch out. This move's power is doubled if the target has the Submerged status.