Azurill
Black/White

Its tail bounces like a rubber ball. It flings that tail around to fight opponents bigger than itself.

Black 2/White 2

It swings its large, nutrient-filled tail around to fight opponents bigger than itself.

Evolution Chain

azurill
Azurill
😊
High Friendship
marill
Marill
Level 18
azumarill
Azumarill

Pokédex Data

Classification Polka Dot Pokémon
Height 0.2 m (0'08")
Weight 2.0 kg (4.4 lbs)
Abilities

Game Locations

  • Floccesy Ranch Inner
  • Floccesy Ranch Outer
  • Unova Route 20 Area

Training

EV Yield +1 hp
Catch Rate 150
Base Friendship 70
Growth Rate fast
Gender Ratio
Egg Groups This Pokemon Cannot Breed

Learned Moves

Level Up Moves

Black/White
Lvl Name Class Power Acc. PP Effect
1 Splash
40 Does nothing.
2 Charm
100% 20 Lowers the target's Attack by two stages.
7 Tail Whip
100% 30 Lowers the target's Defense by one stage.
10 Bubble
40 100% 30 Has a 10% chance to lower the target's Speed by one stage.
15 Slam
80 75% 20 Inflicts regular damage with no additional effect.
18 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Bubble
40 100% 30 Has a 10% chance to lower the target's Speed by one stage.
1 Splash
40 Does nothing.
2 Tail Whip
100% 30 Lowers the target's Defense by one stage.
5 Water Sport
15 Halves all Fire-type damage.
7 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
10 Charm
100% 20 Lowers the target's Attack by two stages.
13 Bubble Beam
65 100% 20 Has a 10% chance to lower the target's Speed by one stage.
16 Helping Hand
20 Ally's next move inflicts half more damage.
20 Slam
80 75% 20 Inflicts regular damage with no additional effect.
23 Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
HM03 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
HM05 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
TM06 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM07 Hail
10 Changes the weather to a hailstorm for five turns.
TM10 Hidden Power
60 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM14 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TM16 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect
10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
5 Changes the weather to rain for five turns.
TM21 Frustration
100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM27 Return
100% 20 Power increases with happiness, up to a maximum of 102.
TM32 Double Team
15 Raises the user's evasion by one stage.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
5 User sleeps for two turns, completely healing itself.
TM45 Attract
100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM48 Round
60 100% 15 Has double power if it's used more than once per turn.
TM55 Scald
80 100% 15 Has a 30% chance to burn the target.
TM83 Work Up
30 Raises the user's Attack and Special Attack by one stage each.
TM87 Swagger
85% 15 Raises the target's Attack by two stages and confuses the target.
TM90 Substitute
10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
Covet
60 100% 25 Takes the target's item.
Helping Hand
20 Ally's next move inflicts half more damage.
Hyper Voice
90 100% 10 Inflicts regular damage with no additional effect.
Icy Wind
55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
Iron Tail
100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
Knock Off
65 100% 20 Target drops its held item.
Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.

Egg Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
Encore
100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
Fake Tears
100% 20 Lowers the target's Special Defense by two stages.
Muddy Water
90 85% 10 Has a 30% chance to lower the target's accuracy by one stage.
Refresh
20 Cleanses the user of a burn, paralysis, or poison.
Sing
55% 15 Puts the target to sleep.
Slam
80 75% 20 Inflicts regular damage with no additional effect.
Soak
100% 20 Changes the target's type to Water.
Tickle
100% 20 Lowers the target's Attack and Defense by one stage.
Water Sport
15 Halves all Fire-type damage.

Base Stats

Hp 50
Attack 20
Defense 40
Sp. Atk 20
Sp. Def 40
Speed 20
Total 190

Type Defenses

(vs. Gen 6+ rules)

2x
0.5x
0x
0x
0.5x
2x