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.