Back to the Pokédex
Official artwork of Azumarill

#0184

Azumarill

Gen II

Aqua Rabbit Pokémon

WaterFairy

Pokédex entry · Gold

By keeping still and listening in­ tently, it can tell what is in even wild, fast- moving rivers.

Height
0.8 m
Weight
28.5 kg
Base EXP
189
Growth
Fast
Catch rate

75/255Medium

Friendship

70/255

Base stats

HP100Attack50Defense80Speed50Sp. Def80Sp. Atk60
HP★
100
Attack
50
Defense
80
Speed
50
Sp. Def
80
Sp. Atk
60

Total 420

Medium

EV yield +3 HP

Real ranges (IV 0–31 · EV 0–252 · nature included)

MinMax
HP160207
Attack49112
Defense76145
Speed49112
Sp. Def76145
Sp. Atk58123
Total468844

About Azumarill

A river rabbit with a body as round as a float and ears turned into antennae. The Pokédex entries focus on its hearing before anything else: those long ears act as sensors and detect the movement of living things on the riverbed, with the water in between. The oval pattern on its belly isn’t just decoration — it helps camouflage it while swimming.

It spends almost all its time in the water, and on clear days it comes out to float on the surface and sunbathe. The behaviour mentioned most often is that of a caretaker: it makes air bubbles, uses them to cover Azurill when they play in the river, and also to keep any Pokémon that is about to drown breathing. The official category, Aqua Rabbit Pokémon, doesn’t quite cover all that.

It is 80 centimetres tall and weighs 28.5 kilograms, an unusual density for its size: it is short, solid and full of water. It completes a three-stage line that starts with the baby Azurill and passes through Marill, and it is the only one of the three to lose the ball-with-tail look.

Combat analysis

×2

Weakness

ElectricGrassPoison
×½

Resistance

FireWaterIceFightingBugDark
×0

Immunity

Dragon

Azumarill in depth

A ball, a lapis lazuli and a stream

The Japanese マリルリ (Marilli) is built from two pieces that sound like they belong in a children’s game: 鞠 (mari, the cloth ball used in a bouncing game) and 瑠璃 (ruri, lapis lazuli, that deep-blue stone). Blue ball. It uses the same structure as Marill, lengthened by one extra syllable.

English takes a different route and strings together three words: azure, the blue of the sky; marine, the sea-related part; and rill, a small stream. The Western version describes the habitat; the Japanese one describes the shape. Spanish, German, French and Italian kept Azumarill unchanged.

The year it became Fairy

For four generations it was a pure Water type and not much else. Generation VI added the Fairy type and, along with it, raised its Special Attack from 50 to 60, taking the total from 410 to the current 420. Ten points change nothing; the second type changed everything. The immunity to Dragon and the resistances to Dark and Fighting turned a Pokémon that was only good for hitting things into one that could take hits too, and Play Rough gave it a physical 90-power attack that makes full use of its doubled Attack.

The cost was small: a new weakness to Poison. Steel, which punishes every Fairy, deals neutral damage because Water resists it on its own.

Huge Power’s monopoly

Huge Power is almost a private ability. Before Generation VI, and again in Generation IX, Azumarill’s evolutionary line was the only one with access to it, something that happens very rarely in a catalogue of more than a thousand species. The interesting part is how it interacts with the other two ability slots: the same creature can come with Thick Fat, which makes it resistant to Fire and Ice but leaves it hitting for half as much, or Sap Sipper, which removes one weakness at the cost of giving up the doubled Attack. On paper, Huge Power always wins. In a low-level battle where nobody is carrying Grass moves, Thick Fat is defensible.

With a normal playthrough ahead

It evolves at level 18 and immediately inherits everything Marill already knew. The useful curve arrives quickly: Aqua Tail at 21 and Play Rough at 25 cover practically the whole mid-game, and from there on the rest is extra. Aqua Ring at 30 restores health every turn and makes it a decent staller on routes; Rain Dance at 35 boosts its own Water attacks; Double-Edge at 45 and Superpower at 50 are the two 120-power moves that finish the list, both with a drawback — one deals recoil damage, the other lowers Attack and Defense after use.

Its weak point in a normal playthrough is the same as in competitive play: it arrives late to everything. But with 100 HP and a type that resists six things, taking the first hit is rarely the problem.

TCG cards

Showing 18 of 24 cards.

0%