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Pokemon Brilliant Diamond and Shining Pearl Azumarill

Azumarill
Aqua Rabbit Pokémon

Pokemon Brilliant Diamond and Shining Pearl Azumarill is a Water and Fairy Type Aqua Rabbit Pokémon, with a 9.8% Chance To Catch with a regular Pokeball. Azumarill can be found with Thick Fat, Huge Power and Sap Sipper as an Ability and has a Fast growth rate with a 3 HP EV Yield. We recommend the Bold Nature, based on 420 combined Base Stats.

Azumarill Stats and Abilities

Based on Azumarill Base IVs we consider this pokemon D-Tier choice. Azumarill Highest IV Stat is Defense 80 and the Lowest being Attack 50.

Tier Stat Base Min Max
E
HP100310404
F
Attack5094218
E
Defense80148284
E
Special Attack60112240
E
Special Defense80148284
F
Speed5094218
D
Total420
Azumarill Detail
Best Nature
Bold
+10% Defense
-10% Attack
Caught in the Wild Held Item Chance
Like/Dislikes
Likes: Sour
Dislikes: Spicy
EV Yield3 HP
Growth RateFast
Catch Rate75 (9.8% with PokéBall, full HP)
Egg GroupsFairy, Water 1
Egg Cycles10 (2,314–2,570 steps)
Abilities Description
Thick Fat
Ability 1
Thick Fat reduces the damage taken from Fire-type and Ice-type moves by 50%.
Huge Power
Ability 2
Raises the Pokémon's Attack stat.
Sap Sipper
Hidden Ability
Boosts Attack when hit by a Grass-type move.

How To Evolve Azumarill in BDSP

Azurill requires (high Friendship) to evolve into Marill and then (Level 18) to evolve into Azumarill.

Base Form Evolution Requirement First Evolution Evolution Requirement Final Evolution
Azurill
high Friendship
Marill
Level 18
Azumarill

Where To Find Azumarill in BDSP

Azumarill has spawn locations in Pokemon Brilliant Diamond and Shining Pearl. You can find the Unevolved form Lv. , within the location using the method.

Interact = Limited to one
Common = 20% ~ 100%
Uncommon = 5% ~ 20%
Rare = 1% ~ 5%
= Morning Time
= Day Time
= Night Time
Location How To Catch Pokemon Spawns
Great Marsh
100 - 20%
Azurill
Lv. 24
Great Marsh
20 - 5%
Marill
Lv. 20-30
Great Marsh
20 - 5%
Marill
Lv. 25-26
Trophy Garden
100 - 20%
Azurill
Lv. 16-18
Trophy Garden
100 - 20%
Marill
Lv. 16-18

Pokemon Brilliant Diamond and Shining Pearl Azumarill Weakness

Azumarill is a Water and Fairy Type pokemon. This will cause Azumarill to take More Damage from Grass, Electric, Poison Type Moves, and Less Damage from Fire, Water, Ice, Fighting, Bug, Dark, Dragon Type moves.

Damage Types
4.0x
More Damage
2.0x
More Damage
Grass
Electric
Poison
0.5x
Less Damage
Fire
Water
Ice
Fighting
Bug
Dark
0.25x
Less Damage
Immune to Damage
Dragon

What pokemon is Azumarill Weak Against?

Tier Pokemon
S
Celebi
S
Zapdos
S
Raikou
A
Electivire
A
Tangrowth

What pokemon is Azumarill Strong Against?

Tier Pokemon
S
Ho-Oh
S
Rayquaza
S
Dialga
S
Palkia
S
Kyogre
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Best Moves Azumarill in BDSP

Best Moveset for Azumarill Lv Up Moves based on Power.

Lvl Best Moves Type Class Power Acc PP Effect
45
Double-Edge
Physical
120
100 15 User receives recoil damage.
50
Superpower
Physical
120
100 5 Lowers user's Attack and Defense.
40
Hydro Pump
Special
165
80 5 The target is blasted by a huge volume of water launched under great pressure.
21
Aqua Tail
Physical
135
90 10 The user attacks by swinging its tail as if it were a vicious wave in a raging storm.

Best Moveset for Azumarill TM Moves based on Power.

TM Best Moves Type Class Power Acc PP Effect
TM01
Focus Punch
Physical
150
100 20 If the user is hit before attacking, it flinches instead.
TM68
Giga Impact
Physical
150
90 5 User must recharge next turn.
TM15
Hyper Beam
Special
150
90 5 User must recharge next turn.
TM52
Focus Blast
Special
120
70 5 May lower opponent's Special Defense.
STAB: (Same Type Attack Bonus) When a Pokemon uses a Move Type that is the Same as the Pokemon's Type, it will receive a 50% Bonus to Power. Moves Affected by this Highlighted in
Red Text
.

Azumarill Level Up Moves

List of Moves Azumarill can learn by reaching higher levels in Pokemon Brilliant Diamond and Shining Pearl.

Lvl Move Desc
1
Rollout
Power: 30
Acc: 90
PP: 20
Physical

Doubles in power each turn for 5 turns.
1
Defense Curl
Power: —
Acc: —
PP: 40
Status

Raises user's Defense.
1
Tackle
Power: 40
Acc: 100
PP: 35
Physical

A physical attack in which the user charges and slams into the target with its whole body.
1
Water Gun
Power:
60
Acc: 100
PP: 25
Special

1
Tail Whip
Power: —
Acc: 100
PP: 30
Status

Lowers opponent's Defense.
1
Helping Hand
Power: —
Acc: —
PP: 20
Status

In Double Battles, boosts the power of the partner's move.
6
Bubble Beam
Power:
97.5
Acc: 100
PP: 20
Special

May lower opponent's Speed.
9
Charm
Power: —
Acc: 100
PP: 20
Status

Sharply lowers opponent's Attack.
12
Slam
Power: 80
Acc: 75
PP: 20
Physical

15
Bounce
Power: 85
Acc: 85
PP: 5
Physical

Springs up on first turn, attacks on second. May paralyze opponent.
21
Aqua Tail
Power:
135
Acc: 90
PP: 10
Physical

The user attacks by swinging its tail as if it were a vicious wave in a raging storm.
25
Play Rough
Power:
135
Acc: 90
PP: 10
Physical

May lower opponent's Attack.
30
Aqua Ring
Power: —
Acc: —
PP: 20
Status

Restores a little HP each turn.
35
Rain Dance
Power: —
Acc: —
PP: 5
Status

Makes it rain for 5 turns.
40
Hydro Pump
Power:
165
Acc: 80
PP: 5
Special

The target is blasted by a huge volume of water launched under great pressure.
45
Double-Edge
Power: 120
Acc: 100
PP: 15
Physical

User receives recoil damage.
50
Superpower
Power: 120
Acc: 100
PP: 5
Physical

Lowers user's Attack and Defense.
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Azumarill TM Moves

List of Moves Azumarill can learn using (TMs) Technical Machine Items.

TM Move Desc
TM01
Focus Punch
Power: 150
Acc: 100
PP: 20
Physical

If the user is hit before attacking, it flinches instead.
TM03
Water Pulse
Power:
90
Acc: 100
PP: 20
Special

May confuse opponent.
TM07
Hail
Power: —
Acc: —
PP: 10
Status

Non-Ice types are damaged for 5 turns.
TM10
Work Up
Power: —
Acc: —
PP: 30
Status

Raises user's Attack and Special Attack.
TM13
Ice Beam
Power: 90
Acc: 100
PP: 10
Special

May freeze opponent.
TM14
Blizzard
Power: 110
Acc: 70
PP: 5
Special

May freeze opponent.
TM15
Hyper Beam
Power: 150
Acc: 90
PP: 5
Special

User must recharge next turn.
TM16
Light Screen
Power: —
Acc: —
PP: 30
Status

Halves damage from Special attacks for 5 turns.
TM17
Protect
Power: —
Acc: —
PP: 10
Status

Protects the user, but may fail if used consecutively.
TM18
Rain Dance
Power: —
Acc: —
PP: 5
Status

Makes it rain for 5 turns.
TM23
Iron Tail
Power: 100
Acc: 75
PP: 15
Physical

May lower opponent's Defense.
TM28
Dig
Power: 80
Acc: 100
PP: 10
Physical

Digs underground on first turn, attacks on second. Can also escape from caves.
TM31
Brick Break
Power: 75
Acc: 100
PP: 15
Physical

Breaks through Reflect and Light Screen barriers.
TM32
Double Team
Power: —
Acc: —
PP: 15
Status

Raises user's Evasiveness.
TM42
Facade
Power: 70
Acc: 100
PP: 20
Physical

Power doubles if user is burned, poisoned, or paralyzed.
TM44
Rest
Power: —
Acc: —
PP: 10
Status

User sleeps for 2 turns, but user is fully healed.
TM45
Attract
Power: —
Acc: 100
PP: 15
Status

If opponent is the opposite gender, it's less likely to attack.
TM49
Scald
Power:
120
Acc: 100
PP: 15
Special

May burn opponent.
TM52
Focus Blast
Power: 120
Acc: 70
PP: 5
Special

May lower opponent's Special Defense.
TM56
Fling
Power: —
Acc: 100
PP: 10
Physical

Power depends on held item.
TM58
Endure
Power: —
Acc: —
PP: 10
Status

Always left with at least 1 HP, but may fail if used consecutively.
TM68
Giga Impact
Power: 150
Acc: 90
PP: 5
Physical

User must recharge next turn.
TM82
Sleep Talk
Power: —
Acc: —
PP: 10
Status

User performs one of its own moves while sleeping.
TM83
Bulldoze
Power: 60
Acc: 100
PP: 20
Physical

Lowers opponent's Speed.
TM86
Grass Knot
Power: —
Acc: 100
PP: 20
Special

The heavier the opponent, the stronger the attack.
TM87
Swagger
Power: —
Acc: 85
PP: 15
Status

Opponent becomes confused, but its Attack is sharply raised.
TM90
Substitute
Power: —
Acc: —
PP: 10
Status

Uses HP to creates a decoy that takes hits.
TM95
Surf
Power:
135
Acc: 100
PP: 15
Special

Hits all adjacent Pokémon.
TM96
Strength
Power: 80
Acc: 100
PP: 15
Physical

TM98
Rock Smash
Power: 40
Acc: 100
PP: 15
Physical

May lower opponent's Defense.
TM99
Waterfall
Power:
120
Acc: 100
PP: 15
Physical

May cause flinching.
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