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Azumarill

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Azumarill in Pokémon Sword & Shield

Isle of Armor Pokédex #141 • Aqua Rabbit Pokémon

Azumarill in the National Pokédex
Azumarill sprite

Normal

Shiny Azumarill sprite

Shiny

Pokédex entries

Sword

It spends most of its time in the water. On sunny days, Azumarill floats on the surface of the water and sunbathes.

Shield

These Pokémon create air-filled bubbles. When Azurill play in rivers, Azumarill will cover them with these bubbles.

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

Armor #141

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
Isle of Armor #141
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

Armor #139

High friendship

Marill

Marill

Armor #140

Marill

Marill

Armor #140

Level 18

Azumarill

Azumarill

Armor #141

Known encounter locations for this Pokémon in this game.
Shield
LocationMethodLevelChanceConditions

Challenge Beach

Wild Pokémon

Special Overworld Encounters27-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Fog

Challenge Beach

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Fog

Soothing Wetlands

Wild Pokémon

Special Overworld Encounters21-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Fog

Soothing Wetlands

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Fog

Training Lowlands

Wild Pokémon

Special Overworld Encounters26-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Fog

Training Lowlands

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Fog

Max Lair

Dynamax Adventures

Dynamax Adventure65-

Catch as a Dynamax Adventure opponent and choose it as the one Pokémon to keep at the end; starting rentals cannot be kept; Endless Dynamax Adventures do not award Pokémon, The Crown Tundra Expansion Pass required

Fields of Honor

Max Raid Battles — pool 125 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 125, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 125 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 125, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 125 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 125, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 125 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 125, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 125 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 125, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 125 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 125, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 125 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 125, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 125 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 125, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 126 (rare beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 126, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 126 (rare beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 126, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 126 (rare beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 126, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 126 (rare beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 126, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Sword
LocationMethodLevelChanceConditions

Challenge Beach

Wild Pokémon

Special Overworld Encounters27-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Fog

Challenge Beach

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Fog

Soothing Wetlands

Wild Pokémon

Special Overworld Encounters21-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Fog

Soothing Wetlands

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Fog

Training Lowlands

Wild Pokémon

Special Overworld Encounters26-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Fog

Training Lowlands

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Fog

Max Lair

Dynamax Adventures

Dynamax Adventure65-

Catch as a Dynamax Adventure opponent and choose it as the one Pokémon to keep at the end; starting rentals cannot be kept; Endless Dynamax Adventures do not award Pokémon, The Crown Tundra Expansion Pass required

Fields of Honor

Max Raid Battles — pool 125 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 125, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 125 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 125, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 125 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 125, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 125 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 125, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 125 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 125, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 125 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 125, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 125 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 125, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 125 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 125, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 126 (rare beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 126, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 126 (rare beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 126, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 126 (rare beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 126, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 126 (rare beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 126, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Listed levels describe learning by leveling up. The Move Reminder can also teach available level-up moves regardless of the current level.
Class
StartTackle

A physical attack in which the user charges and slams into the target with its whole body.

Normal4010035
StartTail Whip

The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stats.

Normal-10030
StartWater Gun

The target is blasted with a forceful shot of water.

Water4010025
StartDefense Curl

The user curls up to conceal weak spots and raise its Defense stat.

Normal--40
StartRollout

The user continually rolls into the target over five turns. It becomes more powerful each time it hits.

Rock309020
StartHelping Hand

The user assists an ally by boosting the power of that ally’s attack.

Normal--20
6Bubble Beam

A spray of bubbles is forcefully ejected at the target. This may also lower the target’s Speed stat.

Water6510020
9Charm

The user gazes at the target rather charmingly, making it less wary. This harshly lowers the target’s Attack stat.

Fairy-10020
12Slam

The target is slammed with a long tail, vines, or the like to inflict damage.

Normal807520
15Bounce

The user bounces up high, then drops on the target on the second turn. This may also leave the target with paralysis.

Flying85855
21Aqua Tail

The user attacks by swinging its tail as if it were a vicious wave in a raging storm.

Water909010
25Play Rough

The user plays rough with the target and attacks it. This may also lower the target’s Attack stat.

Fairy909010
30Aqua Ring

The user envelops itself in a veil made of water. It regains some HP every turn.

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

The target is blasted by a huge volume of water launched under great pressure.

Water110805
45Double-Edge

A reckless, life-risking tackle in which the user rushes the target. This also damages the user quite a lot.

Normal12010015
50Superpower

The user attacks the target with great power. However, this also lowers the user’s Attack and Defense stats.

Fighting1201005

Moves this Pokémon can learn from Technical Machines and Technical Records in Pokémon Sword and Shield.
Class
TM00Mega Punch

The target is slugged by a punch thrown with muscle-packed power.

Normal808520
TM01Mega Kick

The target is attacked by a kick launched with muscle-packed power.

Normal120755
TM04Ice Punch

The target is punched with an icy fist. This may also leave the target frozen.

Ice7510015
TM08Hyper Beam

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

Normal150905
TM09Giga Impact

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

Normal150905
TM15Dig

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

Ground8010010
TM17Light Screen

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

Psychic--30
TM21Rest

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

Psychic--10
TM24Snore

This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal5010015
TM25Protect

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

Normal--10
TM27Icy Wind

The user attacks with a gust of chilled air. This also lowers opposing Pokémon’s Speed stats.

Ice559515
TM29Charm

The user gazes at the target rather charmingly, making it less wary. This harshly lowers the target’s Attack stat.

Fairy-10020
TM31Attract

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

Normal-10015
TM33Rain 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
TM35Hail

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

Ice--10
TM36Whirlpool

The user traps the target in a violent swirling whirlpool for four to five turns.

Water358515
TM39Facade

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

Normal7010020
TM40Swift

Star-shaped rays are shot at opposing Pokémon. This attack never misses.

Normal60-20
TM41Helping Hand

The user assists an ally by boosting the power of that ally’s attack.

Normal--20
TM43Brick Break

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

Fighting7510015
TM45Dive

Diving on the first turn, the user floats up and attacks on the next turn.

Water8010010
TM47Fake Tears

The user feigns crying to fluster the target, harshly lowering its Sp. Def stat.

Dark-10020
TM52Bounce

The user bounces up high, then drops on the target on the second turn. This may also leave the target with paralysis.

Flying85855
TM53Mud Shot

The user attacks by hurling a blob of mud at the target. This also lowers the target’s Speed stat.

Ground559515
TM59Fling

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

Dark-10010
TM76Round

The user attacks the target with a song. Others can join in the Round to increase the power of the attack.

Normal6010015
TM81Bulldoze

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

Ground6010020
TM87Draining Kiss

The user steals the target’s HP with a kiss. The user’s HP is restored by over half of the damage taken by the target.

Fairy5010010
TM89Misty Terrain

This protects Pokémon on the ground from status conditions and halves damage from Dragon-type moves for five turns.

Fairy--10
TM97Brutal Swing

The user swings its body around violently to inflict damage on everything in its vicinity.

Dark6010020
TR01Body Slam

The user drops onto the target with its full body weight. This may also leave the target with paralysis.

Normal8510015
TR03Hydro Pump

The target is blasted by a huge volume of water launched under great pressure.

Water110805
TR04Surf

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

Water9010015
TR05Ice Beam

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

Ice9010010
TR06Blizzard

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

Ice110705
TR16Waterfall

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

Water8010015
TR17Amnesia

The user temporarily empties its mind to forget its concerns. This sharply raises the user’s Sp. Def stat.

Psychic--20
TR20Substitute

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

Normal--10
TR26Endure

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

Normal--10
TR27Sleep Talk

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

Normal--10
TR30Encore

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

Normal-1005
TR31Iron Tail

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

Steel1007515
TR34Future Sight

Two turns after this move is used, a hunk of psychic energy attacks the target.

Psychic12010010
TR35Uproar

The user attacks in an uproar for three turns. During that time, no Pokémon can fall asleep.

Normal9010010
TR39Superpower

The user attacks the target with great power. However, this also lowers the user’s Attack and Defense stats.

Fighting1201005
TR42Hyper Voice

The user lets loose a horribly echoing shout with the power to inflict damage.

Normal9010010
TR45Muddy Water

The user attacks by shooting muddy water at opposing Pokémon. This may also lower their accuracy.

Water908510
TR64Focus Blast

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

Fighting120705
TR77Grass Knot

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

Grass-10020
TR84Scald

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

Water8010015
TR85Work Up

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

Normal--30
TR90Play Rough

The user plays rough with the target and attacks it. This may also lower the target’s Attack stat.

Fairy909010
TR98Liquidation

The user slams into the target using a full-force blast of water. This may also lower the target’s Defense stat.

Water8510010

Moves this Pokémon can learn from move tutors in this game.
Class
Misty Explosion

The user attacks everything around it and faints upon using this move. This move’s power is increased on Misty Terrain.

Fairy1001005
Steel Roller

The user attacks while destroying the terrain. This move fails when the ground hasn’t turned into a terrain.

Steel1301005

Individual options, not a guarantee that every four-move combination is legal or eligible for Ranked Battles. Imports require the indicated transfer path; later games use separate HOME movesets.
Class
Aqua Jet

The user lunges at the target at a speed that makes it almost invisible. This move always goes first.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Water4010020
Aqua Jet

The user lunges at the target at a speed that makes it almost invisible. This move always goes first.

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

Water4010020
Aqua Jet

The user lunges at the target at a speed that makes it almost invisible. This move always goes first.

Learn as Azurill, then retain through evolution.

Water4010020
Belly Drum

The user maximizes its Attack stat in exchange for HP equal to half its max HP.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--10
Belly Drum

The user maximizes its Attack stat in exchange for HP equal to half its max HP.

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

Normal--10
Belly Drum

The user maximizes its Attack stat in exchange for HP equal to half its max HP.

Learn as Azurill, then retain through evolution.

Normal--10
Confide

The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--20
Copycat

The user mimics the move used immediately before it. The move fails if no other move has been used yet.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--20
Copycat

The user mimics the move used immediately before it. The move fails if no other move has been used yet.

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

Normal--20
Copycat

The user mimics the move used immediately before it. The move fails if no other move has been used yet.

Learn as Azurill, then retain through evolution.

Normal--20
Covet

The user endearingly approaches the target, then steals the target’s held item.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal6010025
Curse

A move that works differently for the Ghost type than for all other types.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Ghost--10
Double Team

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--15
Dynamic Punch

The user punches the target with full, concentrated power. This confuses the target if it hits.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting100505
Focus Punch

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting15010020
Headbutt

The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal7010015
Knock Off

The user slaps down the target’s held item, and that item can’t be used in that battle. The move does more damage if the target has a held item.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Dark6510020
Mimic

The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--10
Mud-Slap

The user hurls mud in the target’s face to inflict damage and lower its accuracy.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Ground2010010
Perish Song

Any Pokémon that hears this song faints in three turns, unless it switches out of battle.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--5
Perish Song

Any Pokémon that hears this song faints in three turns, unless it switches out of battle.

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

Normal--5
Perish Song

Any Pokémon that hears this song faints in three turns, unless it switches out of battle.

Learn as Azurill, then retain through evolution.

Normal--5
Power-Up Punch

Striking opponents over and over makes the user’s fists harder. Hitting a target raises the Attack stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting4010020
Present

The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal-9015
Present

The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however.

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

Normal-9015
Present

The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however.

Learn as Azurill, then retain through evolution.

Normal-9015
Rock Smash

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting4010015
Seismic Toss

The target is thrown using the power of gravity. It inflicts damage equal to the user’s level.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting-10020
Sing

A soothing lullaby is sung in a calming voice that puts the target into a deep slumber.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal-5515
Sing

A soothing lullaby is sung in a calming voice that puts the target into a deep slumber.

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

Normal-5515
Sing

A soothing lullaby is sung in a calming voice that puts the target into a deep slumber.

Learn as Azurill, then retain through evolution.

Normal-5515
Soak

The user shoots a torrent of water at the target and changes the target’s type to Water.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Water-10020
Soak

The user shoots a torrent of water at the target and changes the target’s type to Water.

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

Water-10020
Soak

The user shoots a torrent of water at the target and changes the target’s type to Water.

Learn as Azurill, then retain through evolution.

Water-10020
Splash

The user just flops and splashes around to no effect at all...

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--40
Splash

The user just flops and splashes around to no effect at all...

Learn as Azurill, then retain through evolution.

Normal--40
Strength

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal8010015
Supersonic

The user generates odd sound waves from its body that confuse the target.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal-5520
Supersonic

The user generates odd sound waves from its body that confuse the target.

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

Normal-5520
Supersonic

The user generates odd sound waves from its body that confuse the target.

Learn as Azurill, then retain through evolution.

Normal-5520
Swagger

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal-8515
Tickle

The user tickles the target into laughing, reducing its Attack and Defense stats.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal-10020
Tickle

The user tickles the target into laughing, reducing its Attack and Defense stats.

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

Normal-10020
Tickle

The user tickles the target into laughing, reducing its Attack and Defense stats.

Learn as Azurill, then retain through evolution.

Normal-10020
Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Poison-9010
Water Pulse

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Water6010020

Ability options available to this Pokémon in this game.

Thick Fat

Ability Slot 1

The Pokémon is protected by a layer of thick fat, which halves the damage taken from Fire- and Ice-type moves.

Halves damage from Fire and Ice moves.

Huge Power

Ability Slot 2

Doubles the Pokémon’s Attack stat.

Doubles Attack in battle.

Sap Sipper(Hidden Ability)

Boosts the Attack stat if hit by a Grass-type move instead of taking damage.

Absorbs Grass moves, raising Attack one stage.

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