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#0184

Azumarill

Azumarill
WaterFairy

Height 0.8 m·Weight 28.5 kg

Base stats

HP
100
Atk
50
Def
80
SpA
60
SpD
80
Spe
50
Total420

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

* Hidden ability

Learnable moves

66 moves
  • 30% chance: paralysis

    Power 85Acc. 100PP 16
    ContactStomp
  • Recoil: 33% of damage dealt

    Power 120Acc. 100PP 16
    Contact
  • Sing

    Inflicts sleep

    Power Acc. 55PP 16
    Sound
  • User must recharge next turn

    Power 150Acc. 90PP 8
  • Pays 1/4 max HP to make a substitute

    Power Acc. PP 12
  • 30% chance: flinch

    Power 50Acc. 100PP 16
    Sound
  • [Priority +4] Blocks moves this turn; success drops to 1/3 if used in succession

    Power Acc. PP 8
  • Pays half max HP to maximize Attack (+6)

    Power Acc. PP 12
  • All who hear it faint in 3 turns unless switched out

    Power Acc. PP 8
    Sound
  • [Priority +4] Survives this turn with at least 1 HP; success drops to 1/3 in succession

    Power Acc. PP 12
  • While asleep, uses one of the user's other moves at random

    Power Acc. PP 12
  • Forces the target to repeat its last move for 3 turns

    Power Acc. 100PP 8
  • Rampages 3 turns; no Pokémon can sleep meanwhile

    Power 90Acc. 100PP 12
    Sound
  • Double power if the user is burned, paralyzed, or poisoned

    Power 70Acc. 100PP 20
    Contact
  • [Priority +5] Boosts an ally's next move to 1.5× power

    Power Acc. PP 20
  • Power 90Acc. 100PP 12
    Sound
  • Lowers target's Attack·Defense by 1

    Power Acc. 100PP 20
  • Uses the last move that was used

    Power Acc. PP 20
  • User must recharge next turn

    Power 150Acc. 90PP 8
    Contact
  • Double power if used consecutively in the same turn

    Power 60Acc. 100PP 16
    Sound
  • Power 110Acc. 80PP 8
  • Surf

    Also hits Pokémon using Dive

    Power 90Acc. 100PP 16
  • 20% chance: flinch

    Power 80Acc. 100PP 16
    Contact
  • Sets rain for 5 turns

    Power Acc. PP 8
  • Traps for 2-5 turns, dealing 1/8 max HP each turn

    Power 35Acc. 85PP 16
  • Dive

    Dives underwater turn 1, hits turn 2

    Power 80Acc. 100PP 12
    Contact
  • 30% chance: Lowers target's accuracy by 1

    Power 90Acc. 85PP 12
  • 20% chance: confusion

    Power 60Acc. 100PP 20
    Pulse
  • Restores 1/16 of max HP each turn

    Power Acc. PP 20
  • Power 90Acc. 90PP 12
    Contact
  • [Priority +1]

    Power 40Acc. 100PP 20
    Contact
  • Soak

    Changes the target to Water type

    Power Acc. 100PP 20
  • 20% chance: Lowers target's Defense by 1

    Power 85Acc. 100PP 12
    Contact
  • Lowers target's Attack by 1

    Power 50Acc. 100PP 20
  • More power the heavier the target (max 120)

    Power Acc. 100PP 20
    Contact
  • Raises the user's Speed by 1

    Power 50Acc. 100PP 20
    Contact
  • 10% chance: freeze

    Power 75Acc. 100PP 16
    ContactPunch
  • 10% chance: freeze

    Power 90Acc. 100PP 12
  • 10% chance: freeze

    Power 110Acc. 70PP 8
    Wind
  • Lowers target's Speed by 1

    Power 55Acc. 95PP 16
    Wind
  • Destroys the active terrain

    Power 80Acc. 100PP 16
    Contact
  • Sets snow for 5 turns (Ice types get 1.5× Defense)

    Power 0Acc. PP 8
  • [Priority -3] Fails if the user takes damage before attacking

    Power 150Acc. 100PP 20
    ContactPunch
  • Lowers own Attack·Defense by 1

    Power 120Acc. 100PP 8
    Contact
  • Destroys Reflect and Light Screen

    Power 75Acc. 100PP 16
    Contact
  • 10% chance: Lowers target's Sp. Def by 1

    Power 120Acc. 70PP 8
    Ball & bomb
  • Dig

    Digs underground turn 1, hits turn 2

    Power 80Acc. 100PP 12
    Contact
  • Lowers target's accuracy by 1

    Power 20Acc. 100PP 12
  • Lowers target's Speed by 1

    Power 55Acc. 95PP 16
  • Lowers target's Speed by 1

    Power 60Acc. 100PP 20
  • 30% chance: paralysis

    Power 85Acc. 85PP 8
    ContactAirborne
  • Halves special damage for 5 turns

    Power Acc. PP 20
  • Raises own Sp. Def by 2

    Power Acc. PP 20
  • Rest

    Sleeps for 2 turns, fully restoring HP and status

    Power Acc. PP 8
  • Hits the target two turns later

    Power 120Acc. 100PP 12
  • Removes the target's item; 1.5× power if it holds one

    Power 65Acc. 100PP 20
    Contact
  • Lowers target's Sp. Def by 2

    Power Acc. 100PP 20
  • Throws the held item; power and effect depend on the item

    Power Acc. 100PP 12
  • Power 60Acc. 100PP 20
    Contact
  • 30% chance: Lowers target's Defense by 1

    Power 100Acc. 75PP 16
    Contact
  • Lowers target's Attack by 2

    Power Acc. 100PP 20
  • Restores 75% of damage dealt

    Power 50Acc. 100PP 12
    Contact
  • 5 turns: prevents status conditions; weakens Dragon moves

    Power Acc. PP 12
  • 10% chance: Lowers target's Attack by 1

    Power 90Acc. 90PP 12
    Contact
  • Power 100Acc. 100PP 8
  • Confuses the target if its stats rose this turn

    Power 80Acc. 100PP 12
    Sound