Azumarill
X

Its long ears are superb sensors. It can distinguish the movements of living things on riverbeds.

Y

The bubble-like pattern on its stomach helps it camouflage itself when it’s in the water.

Omega Ruby

Azumarill’s long ears are indispensable sensors. By focusing its hearing, this Pokémon can identify what kinds of prey are around, even in rough and fast-running rivers.

Alpha Sapphire

Azumarill can make balloons out of air. It makes these air balloons if it spots a drowning Pokémon. The air balloons enable the Pokémon in trouble to breathe.

Evolution Chain

azurill
Azurill
😊
High Friendship
marill
Marill
Level 18
azumarill
Azumarill

Pokédex Data

Classification Aqua Rabbit Pokémon
Height 0.8 m (2'07")
Weight 28.5 kg (62.8 lbs)
Abilities

Game Locations

  • Kalos Route 22 Area

Training

EV Yield +3 hp
Catch Rate 75
Base Friendship 70
Growth Rate fast
Gender Ratio
Egg Groups Water1, Fairy

Learned Moves

Level Up Moves

X/Y
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Tail Whip
100% 30 Lowers the target's Defense by one stage.
1 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
1 Water Sport
15 Halves all Fire-type damage.
2 Tail Whip
100% 30 Lowers the target's Defense by one stage.
5 Water Sport
15 Halves all Fire-type damage.
7 Bubble
40 100% 30 Has a 10% chance to lower the target's Speed by one stage.
10 Defense Curl
40 Raises user's Defense by one stage.
10 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
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.
21 Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
25 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
31 Aqua Ring
20 Restores 1/16 of the user's max HP each turn.
35 Rain Dance
5 Changes the weather to rain for five turns.
42 Superpower
120 100% 5 Lowers the user's Attack and Defense by one stage after inflicting damage.
46 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
50 Play Rough
90 90% 10 Has a 10% chance to lower the target's Attack by one stage.
OR/AS
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Tail Whip
100% 30 Lowers the target's Defense by one stage.
1 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
1 Water Sport
15 Halves all Fire-type damage.
2 Tail Whip
100% 30 Lowers the target's Defense by one stage.
5 Water Sport
15 Halves all Fire-type damage.
7 Bubble
40 100% 30 Has a 10% chance to lower the target's Speed by one stage.
10 Defense Curl
40 Raises user's Defense by one stage.
10 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
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.
21 Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
25 Play Rough
90 90% 10 Has a 10% chance to lower the target's Attack by one stage.
31 Aqua Ring
20 Restores 1/16 of the user's max HP each turn.
35 Rain Dance
5 Changes the weather to rain for five turns.
42 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
46 Superpower
120 100% 5 Lowers the user's Attack and Defense by one stage after inflicting damage.
55 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.

TM/HM Moves

X/Y
Name Class Power Acc. PP Effect
HM03 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
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.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
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.
TM28 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
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.
TM52 Focus Blast
120 70% 5 Has a 10% chance to lower the target's Special Defense by one stage.
TM55 Scald
80 100% 15 Has a 30% chance to burn the target.
TM56 Fling
100% 10 Throws held item at the target; power depends on the item.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target's Speed by one stage.
TM86 Grass Knot
100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger
85% 15 Raises the target's Attack by two stages and confuses the target.
TM88 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
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.
TM94 Rock Smash
40 100% 15 Has a 50% chance to lower the target's Defense by one stage.
TM98 Power Up Punch
40 100% 20 Raises the user's Attack by one stage after inflicting damage.
TM100 Confide
20 Lowers the target's Special Attack by one stage.
OR/AS
Name Class Power Acc. PP Effect
HM03 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
HM05 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
HM06 Rock Smash
40 100% 15 Has a 50% chance to lower the target's Defense by one stage.
HM07 Dive
80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
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.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
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.
TM28 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
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.
TM52 Focus Blast
120 70% 5 Has a 10% chance to lower the target's Special Defense by one stage.
TM55 Scald
80 100% 15 Has a 30% chance to burn the target.
TM56 Fling
100% 10 Throws held item at the target; power depends on the item.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target's Speed by one stage.
TM86 Grass Knot
100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger
85% 15 Raises the target's Attack by two stages and confuses the target.
TM88 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
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.
TM94 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM98 Power Up Punch
40 100% 20 Raises the user's Attack by one stage after inflicting damage.
TM100 Confide
20 Lowers the target's Special Attack by one stage.

Tutor Moves

OR/AS
Name Class Power Acc. PP Effect
Aqua Tail
90 90% 10 Inflicts regular damage with no additional 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.
Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
Helping Hand
20 Ally's next move inflicts half more damage.
Hyper Voice
90 100% 10 Inflicts regular damage with no additional effect.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
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.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Superpower
120 100% 5 Lowers the user's Attack and Defense by one stage after inflicting damage.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.

Base Stats

Hp 100
Attack 50
Defense 80
Sp. Atk 60
Sp. Def 80
Speed 50
Total 420

Type Defenses

(vs. Gen 6+ rules)

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