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184 - Azumarill

  Type Ability


(1) Huge Power
(2) Thick Fat
(HA) Sap Sipper

Evolutions


Azurill
Happiness
Marill
Level 21
Azumarill

Defenses

Immune 0.25x Resist 0.5x Resist Neutral 2x Weak 4x Weak

 
















 

Stats

HPATKDEFSPA+30SPDSPEBST+30
1005080808050440

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Curse None None 10 Priority: 0. If the user is a ghost: user pays half its max HP to place a curse on the target, damaging it for 1/4 its max HP every turn.
Otherwise: Lowers the user's Speed by one stage, and raises its Attack and Defense by one stage each.

The curse effect is passed on by baton pass.

This move cannot be copied by mirror move.
1 Refresh None None 20 Priority: 0. Removes a burn, paralysis, or poison from the user.
1 Tackle 50 100 30 Priority: 0. Inflicts regular damage.
1 Tail Whip None 100 30 Priority: 0. Lowers the target's Defense by one stage.
3 Water Gun 40 100 25 Priority: 0. Inflicts regular damage.
6 Sing None 55 15 Priority: 0. Puts the target to sleep.
8 Tickle None 100 20 Priority: 0. Lowers the target's Attack and Defense by one stage.
10 Disarming Voice 40 None 15 Priority: 0. Ignores accuracy and evasion.
12 Bubble Beam 70 100 20 Priority: 0. Has a 10% chance to lower the target's Speed by one stage.
14 Charm None 100 20 Priority: 0. Lowers the target's Attack by two stages.
16 Whirlpool 35 85 15 Priority: 0. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.

If the target is in the first turn of dive, this move will hit with double power.
18 Aqua Jet 40 100 20 Priority: 1. Inflicts regular damage.
21 Helping Hand None None 20 Priority: 5. Boosts the power of the target's moves by 50% until the end of this turn.

This move cannot be copied by mirror move, nor selected by assist or metronome.
21 Rollout 40 90 20 Priority: 0. User is forced to use this move for five turns. Power doubles every time this move is used in succession to a maximum of 16x, and resets to normal after the lock-in ends.
25 Covet 60 100 20 Priority: 0. If the target is holding an item and the user is not, the user will permanently take the item. Damage is still inflicted if an item cannot be taken.

Pokémon with sticky hold or multitype are immune to the item theft effect.

The target cannot recover its item with recycle.
29 Soak None 100 20 Priority: 0. Changes the target to pure water-type until it leaves the field. If the target has multitype, this move will fail.
33 Aqua Tail 100 85 10 Priority: 0. Inflicts regular damage.
37 Body Slam 85 100 15 Priority: 0. Has a 30% chance to paralyze the target.
41 Future Sight 120 100 10 Priority: 0. Inflicts typeless regular damage at the end of the third turn, starting with this one. This move cannot score a critical hit. If the target switches out, its replacement will be hit instead. Damage is calculated at the time this move is used; stat changes and switching out during the delay won't change the damage inflicted.
45 Amnesia None None 20 Priority: 0. Raises the user's Special Defense by two stages.
49 Bounce 85 85 5 Priority: 0. User bounces high into the air for one turn, becoming immune to attack, and hits on the second turn. Has a 30% chance to paralyze the target.

During the immune turn, gust, hurricane, sky uppercut, smack down, thunder, and twister still hit the user normally. gust and twister also have double power against the user.

The damage from hail and sandstorm still applies during the immune turn.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be used while gravity is in effect.
53 Belly Drum None None 10 Priority: 0. User pays half its max HP to raise its Attack to +6 stages. If the user cannot pay the HP cost, this move will fail.
57 Play Rough 90 90 10 Priority: 0. Has a 10% chance to lower the target's Attack by one stage.
61 Perish Song None None 5 Priority: 0. Every Pokémon is given a counter that starts at 3 and decreases by 1 at the end of every turn, including this one. When a Pokémon's counter reaches zero, that Pokémon faints.
65 Hydro Pump 110 80 5 Priority: 0. Inflicts regular damage.

TM Moves

Machine Name Power Accuracy PP Type Damage Class Effect
TM10 Hidden Power 60 100 15 Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM13 Ice Beam 90 100 10 Priority: 0. Has a 10% chance to freeze the target.
TM14 Blizzard 110 70 5 Priority: 0. Has a 10% chance to freeze the target.

During hail, this move has 100% accuracy.
TM15 Hyper Beam 150 90 5 Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM16 Light Screen None None 30 Priority: 0. Reduces damage from special attacks by half for five turns. In double battles, the reduction is 1/3.
TM17 Protect None None 10 Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts.
TM18 Rain Dance None None 5 Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM21 Frustration None 100 20 Priority: 0. Power increases inversely with happiness, given by (255 - happiness) * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM27 Return None 100 20 Priority: 0. Power increases with happiness, given by happiness * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM28 Dig 80 100 10 Priority: 0. User digs underground for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, earthquake, fissure, and magnitude still hit the user normally, and their power is doubled if appropriate.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be selected by sleep talk.
TM31 Brick Break 75 100 15 Priority: 0. Destroys any light screen or reflect on the target's side of the field, then inflicts regular damage.
TM42 Facade 70 100 20 Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44 Rest None None 10 Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM45 Power-Up Punch 50 100 20 Priority: 0. Raises the user's Attack by one stage.
TM52 Focus Blast 120 70 5 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM55 Scald 80 100 10 Priority: 0. Has a 30% chance to burn the target.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM63 Brutal Swing 60 100 20 Priority: 0. Inflicts regular damage.
TM68 Giga Impact 150 90 5 Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM7 Hail None None 10 Priority: 0. Changes the weather to hail for five turns, during which non-ice Pokémon are damaged for 1/16 their max HP at the end of every turn.
TM78 Bulldoze 60 100 20 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
TM83 Work Up None None 30 Priority: 0. Raises the user's Attack and Special Attack by one stage each.
TM85 Play Rough 90 90 10 Priority: 0. Has a 10% chance to lower the target's Attack by one stage.
TM86 Grass Knot None 100 20 Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120.
TM90 Substitute None None 10 Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
TM94 Rock Smash 55 100 15 Priority: 0. 100% chance to drop target's Def by one stage. Also boosted by the ability Iron Fist
HM3 Surf 90 100 15 Priority: 0. Inflicts regular damage.

If the target is in the first turn of dive, this move will hit with double power.
HM4 Strength 85 100 10 Priority: 0. 10% Raise Attack
HM5 Waterfall 80 100 10 Priority: 0. Has a 20% chance to make the target flinch.
HM6 Dive 100 100 10 Priority: 0. User dives underwater for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, surf, and whirlpool still hit the user normally, and their power is doubled if appropriate.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be selected by sleep talk.

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Covet 60 100 20 Priority: 0. If the target is holding an item and the user is not, the user will permanently take the item. Damage is still inflicted if an item cannot be taken.

Pokémon with sticky hold or multitype are immune to the item theft effect.

The target cannot recover its item with recycle.
Tutor Bounce 85 85 5 Priority: 0. User bounces high into the air for one turn, becoming immune to attack, and hits on the second turn. Has a 30% chance to paralyze the target.

During the immune turn, gust, hurricane, sky uppercut, smack down, thunder, and twister still hit the user normally. gust and twister also have double power against the user.

The damage from hail and sandstorm still applies during the immune turn.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be used while gravity is in effect.
Tutor Ice Punch 75 100 10 Priority: 0. Has a 10% chance to freeze the target.
Tutor Superpower 120 100 5 Priority: 0. Inflicts regular damage, then lowers the user's Attack and Defense by one stage each.
Tutor Icy Wind 55 95 15 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
Tutor Aqua Tail 100 85 10 Priority: 0. Inflicts regular damage.
Tutor Hyper Voice 90 100 10 Priority: 0. Inflicts regular damage.
Tutor Iron Tail 100 75 15 Priority: 0. Has a 30% chance to lower the target's Defense by one stage.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor Knock Off 65 100 20 Priority: 0. Target loses its held item.
Tutor Helping Hand None None 20 Priority: 5. Boosts the power of the target's moves by 50% until the end of this turn.

This move cannot be copied by mirror move, nor selected by assist or metronome.
Tutor Sleep Talk None None 10 Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.

Pre-Evolution Moves

Species Method Move
Azurill Lvl 18 Fake Tears
Azurill Lvl 20 Present
Azurill Tutor Uproar
Marill Lvl 1 Defense Curl
Marill Lvl 1 Splash

Encounter Locations

Location     Level Spawn Percent
Clay Tunnel Cave   33-36 5.0
Floccesy Ranch Hidden Grotto   ?? 3.75
Pinwheel Forest - Inside Surf   55-65 10.0
Pinwheel Forest - Inside Surf, Rippling Water   60-70 10.0
Route 11 Shaking Grass   48-52 10.0
Route 19 Surf, Rippling Water   35-45 30.0
Route 6 Spring, Summer, Autumn Shaking Grass 32-36 5.0
Route 6 Spring, Summer, Autumn Surf, Rippling Water 30 10.0
Route 6 Winter Shaking Grass 32-36 5.0
Twist Mountain All Other Rooms Cave 68 4.0
Twist Mountain All Other Rooms Cave 69 1.0
Victory Road Ruined Area Surf 60-70 10.0
Village Bridge Shaking Grass   47-49 5.0
Village Bridge Surf, Rippling Water   42-48 5.0