Azumarill
Height 0.8 m·Weight 28.5 kg
Base stats
Type defenses
Abilities
* Hidden ability
damage taken ×0.5 from Fire/Ice-type moves
Attack ×2 (stat, separate from ranks)
immune to Grass-type moves · Attack +1 when hit by a Grass-type move
Learnable moves
30% chance: paralysis
Power85Acc.100PP16ContactStomprecoil 1/3 of damage dealt
Power120Acc.100PP16Contactsleep
Power—Acc.55PP16Soundmust recharge next turn
Power150Acc.90PP8HP −1/4 (of max HP) · fails if HP below 1/4 · creates a substitute
Power—Acc.—PP1230% chance: flinch
Power50Acc.100PP16Sound[Priority +4] blocks moves this turn · 1/3 success if used in succession
Power—Acc.—PP8HP −1/2 (of max HP) · Attack rank → 6 · fails if HP below 1/2 · fails if Attack already maxed
Power—Acc.—PP12all who hear it faint in 3 turns · switching out cancels
Power—Acc.—PP8Sound[Priority +4] survives this turn with 1 HP · 1/3 success in succession
Power—Acc.—PP12usable only while asleep · uses one of its other moves at random
Power—Acc.—PP12target repeats its last move for 3 turns
Power—Acc.100PP8attacks 3 turns · no one can sleep meanwhile
Power90Acc.100PP12Soundpoisoned/paralyzed/burned: power ×2
Power70Acc.100PP20Contact[Priority +5] ally's move this turn: power ×1.5
Power—Acc.—PP20- Power90Acc.100PP12Sound
target's Attack/Defense −1
Power—Acc.100PP20copies the last move used
Power—Acc.—PP20must recharge next turn
Power150Acc.90PP8Contactused right after another Round this turn: power ×2
Power60Acc.100PP16Sound- Power110Acc.80PP8
also hits targets underwater
Power90Acc.100PP1620% chance: flinch
Power80Acc.100PP16Contactrain for 5 turns
Power—Acc.—PP8traps 4–5 turns · loses 1/8 of max HP each turn
Power35Acc.85PP16turn 1: dives underwater, evades · turn 2: attacks
Power80Acc.100PP12Contact30% chance: target's accuracy −1
Power90Acc.85PP1220% chance: confusion
Power60Acc.100PP20Pulserestores 1/16 of max HP each turn
Power—Acc.—PP20- Power90Acc.90PP12Contact
[Priority +1]
Power40Acc.100PP20Contactchanges the target to Water type
Power—Acc.100PP2020% chance: target's Defense −1
Power85Acc.100PP12Contacttarget's Attack −1
Power50Acc.100PP20more power the heavier the target (max 120)
Power—Acc.100PP20Contactuser's Speed +1
Power50Acc.100PP20Contact10% chance: freeze
Power75Acc.100PP16ContactPunch10% chance: freeze
Power90Acc.100PP1210% chance: freeze · never misses in snow
Power110Acc.70PP8Windtarget's Speed −1
Power55Acc.95PP16Windremoves terrain
Power80Acc.100PP16Contactsnow for 5 turns · Ice types' Defense ×1.5
Power—Acc.—PP8[Priority -3] fails if the user takes damage this turn
Power150Acc.100PP20ContactPunchuser's Attack/Defense −1
Power120Acc.100PP8Contactbreaks the target's screens
Power75Acc.100PP16Contact10% chance: target's Sp. Def −1
Power120Acc.70PP8Ball & bombturn 1: digs underground, evades · turn 2: attacks
Power80Acc.100PP12Contacttarget's accuracy −1
Power20Acc.100PP12target's Speed −1
Power55Acc.95PP16target's Speed −1
Power60Acc.100PP2030% chance: paralysis · turn 1: flies up, evades · turn 2: attacks
Power85Acc.85PP8ContactAirborne5 turns · special damage ×1/2 (Singles) ×2/3 (Doubles)
Power—Acc.—PP20user's Sp. Def +2
Power—Acc.—PP20sleeps 2 turns · fully restores HP and status
Power—Acc.—PP8hits 2 turns later
Power120Acc.100PP12removes the target's item · power ×1.5 if it holds one
Power65Acc.100PP20Contacttarget's Sp. Def −2
Power—Acc.100PP20throws the held item · power and effect depend on the item
Power—Acc.100PP12- Power60Acc.100PP20Contact
30% chance: target's Defense −1
Power100Acc.75PP16Contacttarget's Attack −2
Power—Acc.100PP20restores 3/4 of damage dealt
Power50Acc.100PP12ContactMisty Terrain for 5 turns · grounded Pokémon immune to status · Dragon-type move damage ×1/2
Power—Acc.—PP1210% chance: target's Attack −1
Power90Acc.90PP12Contactuser faints · power ×1.5 on Misty Terrain
Power100Acc.100PP8confusion · only if target's stats rose this turn
Power80Acc.100PP12Sound