Seaking in depth
The king of the east and the pond fish
アズマオウ is read Azumaō and breaks down into 東 (azuma, “east”) and 王 (ō, “king”). The reference is not geographical: azumanishiki, “eastern brocade”, is the name of an ornamental goldfish variety, the kind bred in ponds for its color and fin shape. The whole design comes from there—the orange and white, the black markings, the pectoral fins that open like wings, and the two upper fangs. When it crossed into English, it kept the regal half and swapped east for sea: Seaking, from sea and king. Spanish inherited that name unchanged.
What it has picked up along the way
In the first generation, Waterfall was its signature move, something that half the Pokédex now learns by TM. Lightning Rod arrived as a hidden ability in the fifth generation and removed one of its only two weaknesses. Megahorn is even more recent in its level-up list: it entered at 51 in the eighth generation, and by far it is the strongest move it learns without a TM, above Waterfall and Horn Drill. A fish with a horn ending up hitting like Heracross makes sense on paper; taking fifty levels to figure it out, considerably less so.
The mismatch between what it learns and what it is
Its TM list is packed with special moves: Surf with 90, Ice Beam with 90, Blizzard with 110, Hyper Beam with 150, and Scald with 80. Its Special Attack is 65, twenty-seven points below its physical Attack. The temptation to teach it Surf has been there from the start, and it is almost always an arithmetic mistake. What suits it is the short list: Swords Dance to double its 92, Waterfall at 37, Megahorn at 51, and Scald only when the burn matters more than the damage.
How to use it in a normal playthrough
Before the halfway point of the game, it already has two decent tools: Agility at 20, which sorts out its turn, and Aqua Ring at 25, which restores its health every turn without costing a move slot. TM-based Poison Jab gives it something to do against Fairy types, which it otherwise cannot touch. Horn Attack, at 15, is the only move with real power during the first twenty levels.
Its early-game moves give you an idea of where it starts: Tail Whip and Supersonic are status moves, Peck is stuck at 35, and only Water Pulse, with 60, does anything resembling damage. Flail, at 30, hits harder the less HP it has, which is not the situation you want to be in with 65 Defense. Soak, at 44, turns the opponent into a Water type and is mainly useful for combos between two trainers working together. Horn Drill, at 58, is the last move it learns by level.