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Azumarill counters

#0184
Lobby CP
20,100
Attack
100
Defense
131
HP
15,000
Raid timer
5 min
300s

Caught CP range 849 - 907.

Azumarill weaknesses and resistances

Every one of the 18 attacking types against this boss's typing. GO multipliers: 1.6x super effective, 2.56x doubly, 0.625x resisted, 0.39x doubly resisted.

Azumarill is weak to poison1.6xgrass1.6xelectric1.6x

  • Weak (3)
  • Neutral (8)
  • Resists (7)

It resists dragon0.39xfighting0.625xbug0.625xfire0.625xwater0.625xice0.625xdark0.625xβ€” bringing one of those is throwing damage away.

Best Azumarill counters

Beating Azumarill should take 2 trainers with Pokemon of this strength. Difficulty rating 1.86 with the best counter, 8:34 to win.

Trainers2duo
#AttackerMoveset
1Rillaboomgrassjoint top pickgrassRazor LeafgrassFrenzy Plant3,3248:341.865.959.1%
2Electivireelectricjoint top pickelectricThunder ShockelectricWild Charge3,0798:311.856.059.6%
3RoseradegrasspoisonpoisonPoison JabgrassGrass Knot2,9718:391.886.058.6%
4MagnezoneelectricsteelelectricVolt SwitchelectricWild Charge3,2059:091.995.555.4%
5MeowscaradagrassdarkgrassLeafagegrassFrenzy Plant2,8258:521.936.057.2%
6RevavroomsteelpoisonpoisonPoison JabpoisonGunk Shot2,9519:302.064.953.4%
7DecidueyegrassghostgrassMagical LeafgrassFrenzy Plant2,7759:162.016.054.7%
8VenusaurgrasspoisongrassVine WhipgrassFrenzy Plant2,7209:252.055.553.8%
9ChesnaughtgrassfightinggrassVine WhipgrassFrenzy Plant2,9549:202.035.854.3%
10TsareenagrassgrassMagical LeafgrassGrass Knot2,9649:262.056.053.7%
11ToxtricityelectricpoisonpoisonPoison JabelectricWild Charge2,6019:222.046.054.1%
12SceptilegrassgrassBullet SeedgrassFrenzy Plant2,7579:302.066.053.4%

Ordered by Overall, pokebattler.com's own default β€” a blend of how fast the fight ends and how many of your six go down. Click any numeric column heading to re-order on that column alone.

Times are one trainer with six copies of that attacker, level 40 at 15/15/15, no weather, no friendship, no dodging, Shadow / Mega / Legendary attackers hidden β€” the same defaults pokebattler.com's own counter pages open with. Open the full counter tool to change any of them. "Details" opens the per-move damage, breakpoints and energy cycle against Azumarill.

Estimator is how many trainers of this strength the fight needs. Power is the share of Azumarill's HP that six of that attacker remove inside one raid timer, so over 100% means they finish it with time to spare. Faints is how many of the six go down inside that timer.

Hardest movesets to raid against

The boss rolls one of these 6 pairings, and it changes the fight. Each row re-runs the top 6 counters against that single moveset.

#Boss movesetTime to winEstimatorFaintsWin %
1waterBubble+waterHydro Pumphardest9:001.966.0100%
2fightingRock Smash+waterHydro Pump8:561.946.097%
3waterBubble+iceIce Beam8:541.935.5100%
4fightingRock Smash+iceIce Beam8:531.935.6100%
5fightingRock Smash+fairyPlay Rough8:501.925.6100%
6waterBubble+fairyPlay Rough8:481.915.6100%

A raid boss rolls only its standard movepool β€” never a legacy or Elite TM move, verified against Pokebattler's own per-moveset list for six reference bosses. The ranked table above averages over all of these, which is what Pokebattler's DEFENSE_RANDOM_MC means.

What Azumarill throws at you

Its standard movepool, with the damage window a dodge has to beat.

Fast moves

MovePowerEnergyDurationHits at
waterBubbleSTAB10+121.0s0.55s
fightingRock Smash17+121.5s0.75s

Charged moves

MovePowerEnergyDurationHits at
waterHydro PumpSTAB135-1003.5s1.10s
fairyPlay RoughSTAB90-503.0s1.40s
iceIce Beam95-503.5s1.50s

Catch CP

What the encounter after the fight can hand you.

IV spreadCP at L20CP at L25 (weather boosted)
10/10/10floor8491,061
11/11/118601,076
12/12/128721,090
13/13/138841,105
14/14/148951,119
15/15/15hundo9071,134

Caught CP range 849 - 907, or 1,061 - 1,134 when the weather boosts it.

A raid encounter is level 20 (level 25 weather boosted) and cannot roll an IV below 10/10/10. Anything outside the first range is not this raid's reward.

When it is in raids

Read from the committed LeekDuck rotation snapshot, fetched 2026-10-05.

Azumarill is not in the current rotation snapshot. The simulation below is still exact for the tier chosen above β€” Pokebattler simulates any defender you name, current boss or not.

Boss stats

How the numbers in the header are built.

Base Attack
112
Game Master
Base Defense
152
Game Master
Base Stamina
225
ignored by a raid boss
Tier CPM
0.79
15,000 fixed HP
Header numberWorked outValueInputs from
Attackfloor((112 + 15) x 0.79)100Game Master base Attack, tier CPM
Defensefloor((152 + 15) x 0.79)131Game Master base Defense, tier CPM
HP15,000 β€” fixed by tier, base Stamina 225 unused15,000tier HP pool
Lobby CPfloor((112 + 15) x sqrt(152 + 15) x sqrt(15,000) / 10) β€” no CPM term20,100Game Master base stats, tier HP pool

A raid boss uses 15/15/15 IVs, its tier's CP multiplier and its tier's fixed HP pool β€” stamina does nothing, which is why the same species is a different fight at every tier. Every tier constant above (CPM 0.79, 15,000 HP, 300s timer) is copied from Pokebattler's own published /raids tier table into src/engine/constants.ts, with the source named there.

Azumarill's own Pokemon page has its full movepool, evolution family, stat ranks and what it is good against as an attacker.