BD/SP / Pokédex

Azumarill

Back to Pokédex

Azumarill in Pokémon Brilliant Diamond & Shining Pearl

#126 in the Brilliant Diamond and Shining Pearl Pokédex • Aqua Rabbit Pokémon

Azumarill in the National Pokédex

Pokédex entries

Brilliant Diamond

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

Shining Pearl

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

Pokémon details

Types

WaterFairy

Category

Aqua Rabbit Pokémon

Height

0.8 m (2'07")

Weight

28.5 kg (62.8 lbs)

National Pokédex

#0184

Pokédex

#126

Azumarill in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

100

310

404

Attack

50

94

218

Defense

80

148

284

Sp. Atk

60

112

240

Sp. Def

80

148

284

Speed

50

94

218

Total

420

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Azumarill, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Original Sinnoh #126
EV yield
3 HP
Catch rate
75
Base Exp.
210

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
10 cycles

Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Azurill

Azurill

#124

High friendship

Marill

Marill

#125

Marill

Marill

#125

Level 18

Azumarill

Azumarill

#126

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartTackle

Normal4010035
StartTail Whip

Normal-10030
StartWater Gun

Water4010025
StartDefense Curl

Normal--40
StartSplash

Normal--40
StartRollout

Rock309020
StartHelping Hand

Normal--20
6Bubble Beam

Water6510020
9Charm

Fairy-10020
12Slam

Normal807520
15Bounce

Flying85855
21Aqua Tail

Water909010
25Play Rough

Fairy909010
30Aqua Ring

Water--20
35Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.

Water--5
40Hydro Pump

Water110805
45Double-Edge

Normal12010015
50Superpower

Fighting1201005

Moves this Pokémon can learn from Technical Machines in Pokémon Brilliant Diamond and Shining Pearl.
Class
TM01Focus Punch

The user focuses its mind before launching a punch. This move fails if the user is hit before it is used.

Fighting15010020
TM03Water Pulse

The user attacks the target with a pulsing blast of water. This may also confuse the target.

Water6010020
TM07Hail

The user summons a hailstorm lasting five turns. It damages all Pokémon except Ice types.

Ice--10
TM10Work Up

The user is roused, and its Attack and Sp. Atk stats increase.

Normal--30
TM13Ice Beam

The target is struck with an icy-cold beam of energy. This may also leave the target frozen.

Ice9010010
TM14Blizzard

A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen.

Ice110705
TM15Hyper Beam

The target is attacked with a powerful beam. The user can't move on the next turn.

Normal150905
TM16Light Screen

A wondrous wall of light is put up to reduce damage from special attacks for five turns.

Psychic--30
TM17Protect

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.

Water--5
TM23Iron Tail

The target is slammed with a steel-hard tail. This may also lower the target's Defense stat.

Steel1007515
TM28Dig

The user burrows into the ground, then attacks on the next turn.

Ground8010010
TM31Brick Break

The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect.

Fighting7510015
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM42Facade

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Normal7010020
TM44Rest

The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions.

Psychic--10
TM45Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM49Scald

The user shoots boiling hot water at its target. This may also leave the target with a burn.

Water8010015
TM52Focus Blast

The user heightens its mental focus and unleashes its power. This may also lower the target's Sp. Def stat.

Fighting120705
TM56Fling

The user flings its held item at the target to attack. This move's power and effects depend on the item.

Dark-10010
TM58Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10
TM68Giga Impact

The user charges at the target using every bit of its power. The user can't move on the next turn.

Normal150905
TM82Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10
TM83Bulldoze

The user strikes everything around it by stomping down on the ground. This lowers the Speed stats of those hit.

Ground6010020
TM86Grass Knot

The user snares the target with grass and trips it. The heavier the target, the greater the move's power.

Grass-10020
TM87Swagger

The user enrages and confuses the target. However, this also sharply raises the target's Attack stat.

Normal-8515
TM90Substitute

The user creates a substitute for itself using some of its HP. The substitute serves as the user's decoy.

Normal--10
TM95Surf

The user attacks everything around it by swamping its surroundings with a giant wave.

Water9010015
TM96Strength

The target is slugged with a punch thrown at maximum power.

Normal8010015
TM98Rock Smash

The user attacks with a punch. This may also lower the target's Defense stat.

Fighting4010015
TM99Waterfall

The user charges at the target and may make it flinch.

Water8010015

Each row is an individual acquisition option, not proof that every four-move combination is legal. Pokémon HOME uses destination-specific movesets; earlier-game moves are not automatically retained in BDSP.
Class
Amnesia

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Psychic--20
Amnesia

Learn before evolving, then retain the move.

Psychic--20
Aqua Jet

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Water4010020
Aqua Jet

Learn before evolving, then retain the move.

Water4010020
Belly Drum

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Normal--10
Belly Drum

Learn before evolving, then retain the move.

Normal--10
Body Slam

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Normal8510015
Body Slam

Learn before evolving, then retain the move.

Normal8510015
Copycat

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Normal--20
Copycat

Learn before evolving, then retain the move.

Normal--20
Encore

The user compels the target to keep using the move it encored for three turns.

Learn before evolving, then retain the move.

Normal-1005
Fake Tears

Learn before evolving, then retain the move.

Dark-10020
Future Sight

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Psychic12010010
Future Sight

Learn before evolving, then retain the move.

Psychic12010010
Muddy Water

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Water908510
Muddy Water

Learn before evolving, then retain the move.

Water908510
Perish Song

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Normal--5
Perish Song

Learn before evolving, then retain the move.

Normal--5
Present

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Normal-9015
Present

Learn before evolving, then retain the move.

Normal-9015
Sing

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Normal-5515
Sing

Learn before evolving, then retain the move.

Normal-5515
Soak

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Water-10020
Soak

Learn before evolving, then retain the move.

Water-10020
Supersonic

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Normal-5520
Supersonic

Learn before evolving, then retain the move.

Normal-5520
Tickle

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Normal-10020
Tickle

Learn before evolving, then retain the move.

Normal-10020

Ability options available to this Pokémon in this game.

Thick Fat

Ability Slot 1

Halves damage from Fire and Ice moves.

Huge Power

Ability Slot 2

Doubles Attack in battle.

Sap Sipper(Hidden Ability)

Absorbs Grass moves, raising Attack one stage.

Join Discord

Join a community of 5,000+ Trainers.

discord.gg/dittobase