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Azumarill


Main Pokédex page | Flavor text and images

General

Azumarill
water

Abilities

Huge Power
This Pokémon's Attack is doubled.
Thick Fat
Fire and Ice moves only do half damage against this Pokémon.

Damage Taken

Dex Numbers

Generation
Gold/Silver/Crystal GSC
Red/Blue/Yellow Kanto
184
Gold/Silver/Crystal Johto
131
Ruby/Sapphire/Emerald Hoenn
56
Diamond/Pearl Sinnoh
126

Names

Japanese
マリルリ
Romaji
Mariruri

Flavor

Height
2'7.5" or 0.8 m
Weight
62.8 lb or 28.5 kg
Species
Aqua Rabbit
Color
blue
Cry
mp3 here
Fire Red/Leaf Green Habitat
Water's edge
Pawprint

Misc

R/B/Y code
n/a

Breeding

Gender
½ male; ½ female (code: 127 or 0x7f)
Breeding groups
2: Water 1
6: Fairy
Steps to hatch
2,560
Compatible with
41 families; 104 total Pokémon

In the Wild

Base EXP
153 or 0x99
Capture rate
75 or 0x4b
Base happiness
70 or 0x46
Growth rate
fast
Effort points
3 HP
Wild held items
n/a

Evolution Chain

See also: Comparison of this evolution chain

BasicStage 1Stage 2
298 Azurill Baby form (mother must hold Sea Incense) 183 Marill Happiness 184 Azumarill Raise to level 18

Stats

Stat Base Max Stat %ile
L50 L100
HP
100
207 404 88.4
Attack
50
102 199 20.9
Defense
80
132 259 66.5
Special Attack
50
102 199 27.8
Special Defense
80
132 259 65.7
Speed
50
102 199 28.8
Average
68.3
- - 48.9

Flavor

See also: All versions' flavor text and sprites

Diamond It lives in rivers and lakes. In water, its coloring and patterns trick the vision of foes.

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

Locations

Sorry, Pearl players! Only Diamond for the moment.

Area Section Level Method

Move List

See also: This list in the move search

See also: Contest list

Azumarill gets the STAB from water moves.

Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl Move Type Dmg PP Power Acc.* Pri. Description
-- -- Tackle normal physical 35 35 95% Inflicts regular damage.
-- -- Tail Whip normal none 30 -- 100% Lowers the target's Defense.
-- -- Water Gun water special 25 40 100% Inflicts regular damage.
-- -- Defense Curl normal none 40 -- 100% Raises user's Defense. Doubles Rollout's power if it's the next move used.
3 2 Defense Curl normal none 40 -- 100% Raises user's Defense. Doubles Rollout's power if it's the next move used.
6 7 Tail Whip normal none 30 -- 100% Lowers the target's Defense.
10 10 Water Gun water special 25 40 100% Inflicts regular damage.
15 15 Rollout rock physical 20 30 90% Power doubles every turn this move is used in succession after the first, resetting after five turns.
25 24 20 BubbleBeam water special 20 65 100% Has a 10% chance to lower the target's Speed.
27 Aqua Ring water none 20 -- 0% Restores 1/16 of the user's max HP every turn.
36 34 33 Double-Edge normal physical 15 120 100% User receives 1/3 the damage inflicted in recoil.
48 45 40 Rain Dance water none 5 -- 0% Changes the weather to rain for five turns.
47 Aqua Tail water physical 10 90 90% Inflicts regular damage.
57 54 Hydro Pump water special 5 120 80% Inflicts regular damage.
Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl Tutored moves
EmeraldFire Red/Leaf Green Mega Punch normal physical 20 80 85% Inflicts regular damage.
Emerald Ice Punch ice physical 15 75 100% Has a 10% chance to Freeze the target.
EmeraldFire Red/Leaf Green Mega Kick normal physical 5 120 75% Inflicts regular damage.
EmeraldFire Red/Leaf Green Body Slam normal physical 15 85 100% Has a 30% chance to Paralyze the target.
EmeraldFire Red/Leaf Green Double-Edge normal physical 15 120 100% User receives 1/3 the damage inflicted in recoil.
Crystal Ice Beam ice special 10 95 100% Has a 10% chance to Freeze the target.
EmeraldFire Red/Leaf Green Seismic Toss fighting physical 20 varies 100% Inflicts damage equal to the user's level.
EmeraldFire Red/Leaf Green Mimic normal none 10 -- 100% Copies the target's last used move.
Emerald Defense Curl normal none 40 -- 100% Raises user's Defense. Doubles Rollout's power if it's the next move used.
Emerald Swift normal special 20 60 100% Never misses.
EmeraldFire Red/Leaf Green Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Emerald Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Emerald Mud-Slap ground special 10 20 100% Has a 100% chance to lower the target's Accuracy.
Emerald Icy Wind ice special 15 55 95% Has a 100% chance to lower the target's Speed.
Emerald Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Emerald Rollout rock physical 20 30 90% Power doubles every turn this move is used in succession after the first, resetting after five turns.
Emerald Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Emerald Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Emerald DynamicPunch fighting physical 5 100 50% Has a 100% chance to Confuse the target.
Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl TMs and HMs
Chains 45 45 45 Attract normal none 15 -- 100% Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
Chains 14 14 14 Blizzard ice special 5 120 70% Has a 10% chance to Freeze the target. Chance to hit becomes 100% during Hail.
Chains 31 31 Brick Break fighting physical 15 75 100% Cancels the effects of Reflect and Light Screen.
Chains 78 Captivate normal none 20 -- 100% Lowers the target's Special Attack by two levels if it is the opposite gender.
Chains 03 Curse ????? none 10 -- 100% Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
Chains 40 Defense Curl normal none 40 -- 100% Raises user's Defense. Doubles Rollout's power if it's the next move used.
Chains 28 28 Dig ground physical 10 80 100% User digs underground, dodging all attacks, and hits next turn.
Chains H8 Dive water physical 10 80 100% User dives underwater, dodging all attacks, and hits next turn.
Chains 32 32 32 Double Team normal none 15 -- 100% Raises the user's Evasion.
Chains 01 DynamicPunch fighting physical 5 100 50% Has a 100% chance to Confuse the target.
Chains 20 58 Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Chains 42 42 Facade normal physical 20 70 100% Power doubles if user is Burned, Paralyzed, or Poisoned.
Chains 56 Fling dark physical 10 varies 100% Throws held item at the target; power depends on the item.
Chains 52 Focus Blast fighting special 5 120 70% Has a 10% chance to lower the target's Special Defense.
Chains 01 01 Focus Punch fighting physical 20 150 100% -3 Goes last. If the user takes damage before attacking, the attack is canceled.
Chains 21 21 21 Frustration normal physical 20 varies 100% Power increases as Happiness decreases, up to a maximum of 102.
Chains 68 Giga Impact normal physical 5 150 90% User foregoes its next turn to recharge.
Chains 86 Grass Knot grass special 20 varies 100% Inflicts more damage to heavier targets, with a maximum of 120 power.
Chains 07 07 Hail ice none 10 -- 100% Changes the weather to a hailstorm for five turns.
Chains 02 Headbutt normal physical 15 70 100% Has a 30% chance to make the target Flinch.
Chains 10 10 10 Hidden Power normal special 15 varies 100% Power and type depend upon user's IVs. Power can range from 30 to 70.
Chains 15 15 15 Hyper Beam normal special 5 150 90% User foregoes its next turn to recharge.
Chains 13 13 Ice Beam ice special 10 95 100% Has a 10% chance to Freeze the target.
Chains 33 Ice Punch ice physical 15 75 100% Has a 10% chance to Freeze the target.
Chains 16 Icy Wind ice special 15 55 95% Has a 100% chance to lower the target's Speed.
Chains 23 23 23 Iron Tail steel physical 15 100 75% Has a 30% chance to lower the target's Defense.
Chains 31 Mud-Slap ground special 10 20 100% Has a 100% chance to lower the target's Accuracy.
Chains 83 Natural Gift normal physical 15 varies 100% Power and type depend on the held berry.
Chains 17 17 17 Protect normal none 10 -- 0% 3 Goes first. Prevents any moves from hitting the user this turn.
Chains 18 18 18 Rain Dance water none 5 -- 0% Changes the weather to rain for five turns.
Chains 44 44 44 Rest psychic none 10 -- 100% User Sleeps, completely healing itself.
Chains 27 27 27 Return normal physical 20 varies 100% Power increases with Happiness, up to a maximum of 102.
Chains 08 H6 H6 Rock Smash fighting physical 15 40 100% Has a 50% chance to lower the target's Defense.
Chains 04 Rollout rock physical 20 30 90% Power doubles every turn this move is used in succession after the first, resetting after five turns.
Chains 43 43 Secret Power normal physical 20 70 100% Has a 30% chance to inflict a status effect which depends upon the terrain.
Chains 35 82 Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Chains 13 Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Chains H4 H4 H4 Strength normal physical 15 80 100% Inflicts regular damage.
Chains 90 Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Chains H3 H3 H3 Surf water special 15 95 100% Inflicts regular damage.
Chains 34 87 Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Chains 39 Swift normal special 20 60 100% Never misses.
Chains 06 06 06 Toxic poison none 10 -- 85% Badly Poisons the target, inflicting more damage every turn.
Chains 03 03 Water Pulse water special 20 60 100% Has a 20% chance to Confuse the target.
Chains H7 H7 H7 Waterfall water physical 15 80 100% Has a 20% chance to make the target Flinch.
Chains H6 Whirlpool water special 15 15 70% Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.

Azumarill in other Pokédexes