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Azumarill.png

Summary

Azumarill is a Water/Fairy type Pokémon (simply Water prior to Generation 6) that resembles a rabbit. It was introduced in Generation 2 as the evolution of Marill and as the Aqua Rabbit Pokémon. The lower half of its body is pure white with a bubble-like pattern above it, helping it to camouflage in water. It also has extended ears, similar to those of a rabbit, that allow it to hear and distinguish prey; even in fast-moving waters, along with a tail that connects to a blue, circular tip. It lives in rivers and lakes, and can live in the water all day long.

Marill.png

Summary

Marill is a Water/Fairy type Pokémon (simply Water prior to Generation 6) that resembles a mouse somewhat. It was introduced in Generation 2 as the Aqua Mouse Pokémon, but made its first appearance prior to that in the anime. It has a nearly spherical shape with a white belly, and has round ears with red insides, which are especially useful for detecting sounds from afar. Its black tail is in a zigzagging pattern that is able to stretch, allowing Marill to fish near fast-moving streams without fear of being swept away.

Azurill.png

Summary

Azurill is a Normal/Fairy type Pokémon (simply Normal prior to Generation 6) that resembles a small mouse somewhat. It was introduced in Generation 3 as the pre-evolution of Marill and as the Polka-Dot Pokémon. Similarly to Marill, it has circular ears with pink insides and a thin, black, zigzagging tail has a large blue ball at the end. This tail has elasticity properties which helps Azurill stay afloat and ward off predators.

Powers and Stats

Tier: 8-C, higher with Huge Power | 8-A, Low 7-C with Huge Power | At least 7-A, High 7-A with Huge Power

Name: Azurill, The Polka Dot Pokémon | Marill, The Aqua Mouse Pokémon | Azumarill, The Aqua Rabbit Pokémon

Origin: Pokémon

Gender: 75% of the species are female. The rest are male | Species has an equal gender ratio

Age: Varies

Classification: Baby Pokémon, Normal/Fairy-Type Pokémon | 1st Stage Pokémon Water/Fairy-Type Pokémon | 2nd Stage Pokémon, Water/Fairy-Type Pokémon

Powers and Abilities:

Superhuman Physical Characteristics, Elasticity (Via its tail), Empowerment (Via Huge Power), Reactive Power Level (Via Sap Sipper), Damage Boost (Via Practice Swinger), Attack Reflection (Via Counter hitter), Limited Probability Manipulation (Via Sharpshooter), Instinctive Reaction (Via Critical Dodger), Water Manipulation (Via Bubble, Water Sport, Water Gun, Bubblebeam, Aqua Jet, Muddy Water, and Soak) Statistics Reduction (Via Bubble, Tail Whip, Water Sport, Charm, Bubblebeam, Fake Tears, and Tickle), Empathic Manipulation (Via Charm), Paralysis Inducement (Via Slam and Body Slam), Status Effect Inducement (Via Slam, Body Slam, Sing, Supersonic, and Ice Beam), Statistics Amplification (Via Belly Drum, Clutch Performer, and Quick Dodger), Camouflage (Via Camouflage), Power Mimicry (Via Copycat), Power Modification (Via Encore and Soak), Sound Manipulation (Via Perish Song, Sing, and Supersonic), Death Manipulation (Via Perish Song), Explosion Manipulation (Via Present), Healing (Via Present, Refresh, and Self-Curer), Sleep Manipulation (Via Sing), Ice Manipulation (Via Ice Beam), Dynamax, Resistance to Heat Manipulation, Fire Manipulation, Magma Manipulation, and Ice Manipulation (Via Thick Fat), Plant Manipulation (Via Sap Sipper), Insect Manipulation, Darkness Manipulation, Ectoplasm Manipulation, Energy Manipulation, and Sleep Manipulation

All previous abilities plus Enhanced Senses (Has a highly enhanced sense of hearing), Statistics Amplification (Via Defense Curl), Earth Manipulation (Via Rollout), Reactive Power Level (Via Rollout), Weather Manipulation (Via Rain Dance), Water Manipulation (Via Hydro Pump, Aqua Tail, and Aqua Ring), Healing (Via Aqua Ring), Magic (Via Play Rough), Statistics Reduction (Via Play Rough and Scary Face), Chi Manipulation (Via Superpower), Status Effect Inducement (Via Dizzy Punch), Fear Manipulation (Via Scary Face), Resistance to Chi Manipulation and Water Manipulation

Attack Potency: Building level (Can harm other Baby Pokemon like Cleffa, who can tank meteor impacts), Building level+ with Huge Power (Doubles its normal AP) | Multi-City Block level+ (Given its similarities to Pikachu, it should be comparable to it and other Pokémon of this level such as Horsea), Small Town level with Huge Power (Doubles its normal AP) | At least Mountain level+ (Should be comparable to Pokémon such as Raichu along with other Pokémon who were capable of this), Large Mountain level with Huge Power (Doubles its AP)

Speed: Transonic (Can react to sound based moves like any other Pokémon) | Massively Hypersonic+ (Can dodge attacks from Pikachu) | Relativistic (Should be able to keep up with Poliwrath)

Lifting Strength: Superhuman | Class 5 (Can learn the HM Strength, and move boulders calculated of this strength) | Class 100

Striking Strength: Building Class, Building Class+ with Huge Power | Multi-City Block Class+, Small Town Class with Huge Power | At least Mountain Class+, Large Mountain Class with Huge Power

Durability: Building level | Multi-City Block level+ | At least Mountain level+

Stamina: High

Range: Standard melee range (Is very small). Extended melee range with ranged moves, 10 meters with its tail | Standard melee range, likely 10 meters with its tail, hundreds of meters with most attacks | Standard melee range (higher than before), likely 10 meters with its tail, tens of kilometers with most attacks

Standard Equipment: Water Float (from the Mystery Dungeon games, increases its stamina)

Intelligence: Naive | High (Pokémon have a natural instinct for battle) | Same as Marill

Weaknesses: Due to being a baby Pokémon, it is quite naive. It is weak to Poison- and Steel-type moves | It is weak to Electric- and Poison-type moves. It is also weak to Grass-type moves if Sap Sipper is nullified/bypassed | Same as before

Notable Attacks/Techniques:

  • Huge Power: Passively doubles the wielder's physical AP
  • Thick Fat: Protects the user with a layer of thick fat, halving the damage taken from Fire- and Ice-type moves.
  • Sap Sipper: Raises the user's attack upon being hit by a Grass-type move and makes the user immune to them.

  • Splash: The user just flops and splashes around to no effect at all.
  • Bubble: A spray of countless bubbles is jetted at the opponent. This may also lower their speed.
  • Tail Whip: The user wags its tail cutely, making opposing Pokémon less wary and lowering their defense.
  • Water Sport: The user soaks the battlefield with water. This weakens Fire-type moves for as long as it is active.
  • Water Gun: The target is blasted with a forceful shot of water.
  • Charm: The user gazes at the target rather charmingly, making it less wary. This harshly lowers its Attack.
  • Bubblebeam: A stronger variant of bubble where a spray of bubbles is forcefully ejected at the target. This may also lower its speed.
  • Helping Hand: The user assists an ally by boosting the power of that ally's attack. Useless in a 1v1 situation.
  • Slam: The target is slammed with a long tail, vines, or the like to inflict damage.
  • Bounce: The user bounces up high, then drops on the target on the second turn. This may also leave the target with paralysis.

  • Aqua Jet: The user lunges at the target at a speed that makes it almost invisible, allowing the user to get the first strike.
  • Belly Drum: Immensely raises the user's attack to insane levels, though the user also loses half their health.
  • Body Slam: The user drops onto the target with its full body weight, which could paralyze the target.
  • Camouflage: The user's type is changed depending on its environment, such as at water's edge, in grass, or in a cave.
  • Copycat: The user mimics the move used immediately before it, even if it was the last one that used a move.
  • Encore: The user compels the target to keep using the move it encored for some time.
  • Fake Tears: The user feigns crying to fluster the target, harshly lowering its special defense.
  • Future Sight: The user will foresee an attack. Later on, the target will be attacked with a hunk of psychic energy.
  • Muddy Water: The user attacks by shooting muddy water at the opposition, which can lower their accuracy.
  • Perish Song: A malevolent melody that causes both the user and the opponent to faint so long that they stay in battle.
  • Present: The user attacks by giving the target a gift with a hidden trap. It restores health sometimes, however.
  • Refresh: A self-healing move that cures the user of any status effects that they have obtained.
  • Sing: A soothing lullaby is sung in a calming voice that puts the target into a deep slumber.
  • Soak: The user shoots a torrent of water at the target and makes the target a Water-type.
  • Supersonic: The user generates odd sound waves from its body that confuse the target.
  • Tickle: The user tickles the target into laughing, reducing its attack and defense.

  • Ice Beam: The target is struck with an icy-cold beam of energy. It may also freeze the target solid.
  • Body Slam: The user drops onto the target with its full body weight. This may also leave the target with paralysis.

  • (Can be disabled at will unless stated otherwise.)

    • Course Checker: A skill all partners must know, regardless of IQ Group or amount of IQ Points, and exclusive to them. If targeting an enemy, The user will instinctively check for things that will get in the way, and will stop if such an obstacle exists in an effort to conserve stamina.
    • Status Checker: The user knows to not beat a dead horse and use a status move that'll cause a status effect that the opponent already has.
    • Non-Traitor: The user, if confused or cowering, will not damage allies with out-of-control attacks.
    • PP Saver: The user will occasionally use a move without consuming PP.
    • Self-Curer: The user recovers faster than usual from status problems.
    • Gap Prober: The user can send thrown items and deliver moves through team members to target only enemies.
    • Concentrator: The Pokémon is focused on making its attacks hit, so its accuracy is boosted by 1 level. Its evasion is reduced by 1 level, however.
    • Practice Swinger: When the Pokémon fails to hit the target with an attack or move, its Attack and Special Attack get boosted for only the next turn.
    • Trap Avoider: The Pokémon avoids stepping on visible traps (and Wonder Tiles) when walking.
    • Sharpshooter: Boosts the critical-hit ratios of the Pokémon's moves and attacks.
    • Counter Hitter: The Pokémon takes on the Mini Counter stats, which makes it strike back against attackers in certain conditions.
    • Clutch Performer: If the Pokémon's HP gets dangerously low, its evasiveness is boosted by 2 levels.
    • Critical Dodger: The Pokémon is able to slip out of the reach of dangerous attacks so that critical hits don't make an impact.
    • Stair Sensor: When it reaches a new floor, the Pokémon uses its intuition to know where the floor's stairway is.
    • Extra Striker: The Pokémon attacks at a faster rate, so it may lash out with an extra attack right after its first one.
    • Quick Dodger: The Pokémon becomes better at evading attacks and moves.
    • Trap Seer: The Pokémon will not activate a hidden trap when it steps on it. The trap will then be visible.
    • Quick Striker: The Pokémon attacks at a very fast rate, so it will always lash out with an extra attack right after the first one.

    • Huge Power: Passively doubles the wielder's physical AP
    • Thick Fat: Protects the user with a layer of thick fat, halving the damage taken from Fire- and Ice-type moves.
    • Sap Sipper: Raises the user's attack upon being hit by a Grass-type move and makes the user immune to them.

  • Splash: The user just flops and splashes around to no effect at all.
  • Bubble: A spray of countless bubbles is jetted at the opponent. This may also lower their speed.
  • Tail Whip: The user wags its tail cutely, making opposing Pokémon less wary and lowering their defense.
  • Water Sport: The user soaks the battlefield with water. This weakens Fire-type moves for as long as it is active.
  • Water Gun: The target is blasted with a forceful shot of water.
  • Charm: The user gazes at the target rather charmingly, making it less wary. This harshly lowers its Attack.
  • Bubblebeam: A stronger variant of bubble where a spray of bubbles is forcefully ejected at the target. This may also lower its speed.
  • Helping Hand: The user assists an ally by boosting the power of that ally's attack. Useless in a 1v1 situation.
  • Slam: The target is slammed with a long tail, vines, or the like to inflict damage.
  • Bounce: The user bounces up high, then drops on the target on the second turn. This may also leave the target with paralysis.
  • Tackle: A physical attack in which the user charges and slams into the target with its whole body.
  • Defense Curl: The user curls up to conceal weak spots and raise its defense.
  • Rollout: The user continually rolls into the target over five turns. It becomes more powerful each time it hits, and its power is amplified by Defense Curl.
  • Rain Dance: The user summons a heavy rain that by dancing, powering up water moves and weakening fire moves.
  • Double-Edge: A reckless, life-risking tackle. This also damages the user quite a lot in return for immense damage.
  • Hydro Pump: The target is blasted by a huge volume of water launched under great pressure.
  • Aqua Tail: The user attacks by swinging its tail as if it were a vicious wave in a raging storm.
  • Play Rough: The user plays rough with the target and attacks it. This may also lower the target's attack.
  • Aqua Ring: The user envelops itself in a veil made of water. It regains health over time.
  • Superpower: The user attacks the target with great power. However, this also lowers the user's attack and defense.

  • Aqua Jet: The user lunges at the target at a speed that makes it almost invisible, allowing the user to get the first strike.
  • Belly Drum: Immensely raises the user's attack to insane levels, though the user also loses half their health.
  • Body Slam: The user drops onto the target with its full body weight, which could paralyze the target.
  • Camouflage: The user's type is changed depending on its environment, such as at water's edge, in grass, or in a cave.
  • Copycat: The user mimics the move used immediately before it, even if it was the last one that used a move.
  • Encore: The user compels the target to keep using the move it encored for some time.
  • Fake Tears: The user feigns crying to fluster the target, harshly lowering its special defense.
  • Future Sight: The user will foresee an attack. Later on, the target will be attacked with a hunk of psychic energy.
  • Muddy Water: The user attacks by shooting muddy water at the opposition, which can lower their accuracy.
  • Perish Song: A malevolent melody that causes both the user and the opponent to faint so long that they stay in battle.
  • Present: The user attacks by giving the target a gift with a hidden trap. It restores health sometimes, however.
  • Refresh: A self-healing move that cures the user of any status effects that they have obtained.
  • Sing: A soothing lullaby is sung in a calming voice that puts the target into a deep slumber.
  • Soak: The user shoots a torrent of water at the target and makes the target a Water-type.
  • Supersonic: The user generates odd sound waves from its body that confuse the target.
  • Tickle: The user tickles the target into laughing, reducing its attack and defense.

  • Ice Beam: The target is struck with an icy-cold beam of energy. It may also freeze the target solid.
  • Body Slam: The user drops onto the target with its full body weight. This may also leave the target with paralysis.

  • Dizzy Punch: The target is hit with rhythmically launched punches. This may also leave the target confused.
  • Scary Face: The user frightens the target with a scary face to harshly lower its Speed stat.

  • (Can be disabled at will unless stated otherwise.)

    • Course Checker: A skill all partners must know, regardless of IQ Group or amount of IQ Points, and exclusive to them. If targeting an enemy, The user will instinctively check for things that will get in the way, and will stop if such an obstacle exists in an effort to conserve stamina.
    • Status Checker: The user knows to not beat a dead horse and use a status move that'll cause a status effect that the opponent already has.
    • Non-Traitor: The user, if confused or cowering, will not damage allies with out-of-control attacks.
    • PP Saver: The user will occasionally use a move without consuming PP.
    • Self-Curer: The user recovers faster than usual from status problems.
    • Gap Prober: The user can send thrown items and deliver moves through team members to target only enemies.
    • Concentrator: The Pokémon is focused on making its attacks hit, so its accuracy is boosted by 1 level. Its evasion is reduced by 1 level, however.
    • Practice Swinger: When the Pokémon fails to hit the target with an attack or move, its Attack and Special Attack get boosted for only the next turn.
    • Trap Avoider: The Pokémon avoids stepping on visible traps (and Wonder Tiles) when walking.
    • Sharpshooter: Boosts the critical-hit ratios of the Pokémon's moves and attacks.
    • Counter Hitter: The Pokémon takes on the Mini Counter stats, which makes it strike back against attackers in certain conditions.
    • Clutch Performer: If the Pokémon's HP gets dangerously low, its evasiveness is boosted by 2 levels.
    • Critical Dodger: The Pokémon is able to slip out of the reach of dangerous attacks so that critical hits don't make an impact.
    • Stair Sensor: When it reaches a new floor, the Pokémon uses its intuition to know where the floor's stairway is.
    • Extra Striker: The Pokémon attacks at a faster rate, so it may lash out with an extra attack right after its first one.
    • Quick Dodger: The Pokémon becomes better at evading attacks and moves.
    • Trap Seer: The Pokémon will not activate a hidden trap when it steps on it. The trap will then be visible.
    • Quick Striker: The Pokémon attacks at a very fast rate, so it will always lash out with an extra attack right after the first one.

    Key: Azurill | Marill | Azumarill

    Others

    Notable Victories:

    Abraxos (Throne of Glass) Abraxos’ Profile (Azurill key used, speed was equalized)

    Sky Sharks (Steam Powered Giraffe) Sky Shark's Profile (Azurill was used, speed was equalized)

    Notable Losses:

    Isaac Clarke (Dead Space) Isaac Clarke's profile (Both were 8-C and speed was equalized)

    Inconclusive Matches: