Hydro Pump
Learned at Lv. 57
Xd
Inflicts regular damage with no additional effect.

Aqua Rabbit Pokémon
It lives in water virtually all day long. Its body color and pattern act as camouflage that makes it tough for enemies to spot in water.
Core species facts, alternate varieties, and Pokédex placements at a glance.
| National | #184 |
| Champions | #184 |
| Extended Sinnoh | #126 |
| Hoenn | #56 |
| Isle Of Armor | #141 |
| Kalos Central | #43 |
| Original Johto | #131 |
| Original Sinnoh | #126 |
| Paldea | #48 |
| Updated Hoenn | #57 |
| Updated Johto | #133 |
| Updated Unova | #32 |
Battle-ready training facts pulled from EV yield, growth curve, and wild held item data.
(4x³) / (5)No wild held item data available.
Understanding damage taken from different types is crucial for battles. Plan your team accordingly!
Tip: Build your team with Pokémon that cover each other's weaknesses!
Damage multipliers from all 18 attacking types
Azumarill's Water / Fairy typing gives it 3 weaknesses but strong offensive coverage against ground, rock, fire, fighting, dragon, dark types
Azumarill's 420 base stat total marks it as a balanced Pokémon with a flexible stat spread. HP (100) carries most matchups, but a low Attack stat of 50 means careful positioning matters.
Its Water, Fairy typing leaves Azumarill with 3 weaknesses against 6 resistances and 1 full immunity. Notably, it carries no 4× weaknesses, which makes it harder to punish. On offense, its STAB moves threaten 6 types for super-effective damage.
A catch rate of 75 puts Azumarill in the moderate range — a few Great Balls usually get the job done. It levels on the Fast experience curve. Defeating it grants HP +3 EVs, which is worth remembering when EV-training your own team.
0.8 m
28.5 kg
Halves damage from Fire and Ice moves.
Doubles Attack in battle.
Absorbs Grass moves, raising Attack one stage.
2,550
Hatch Counter: 10
75
Higher values mean easier to catch
70
Initial friendship level
Fast
Experience points needed to level up
Azumarill is a dual-type Water, Fairy Pokémon.
Azumarill takes 2× damage from Poison, Grass, Electric type moves. It is immune to Dragon type moves.
Azumarill is the final form of the Azurill → Marill → Azumarill evolution line.
Azumarill has a base stat total of 420: HP 100, Attack 50, Defense 80, Sp. Atk 60, Sp. Def 80, Speed 50. Its highest stat is HP (100).
| English | Azumarill |
| Japanese | マリルリ |
| Japanese (Kanji) | マリルリ |
| Roomaji | Marilli |
| Korean | 마릴리 |
| French | Azumarill |
| German | Azumarill |
| Spanish | Azumarill |
| Italian | Azumarill |
| Chinese (Traditional) | 瑪力露麗 |
| Chinese (Simplified) | 玛力露丽 |












High-signal moves surfaced from learnsets and move metadata, grouped by battle purpose.
Reliable same-type attacks that match this Pokémon's typing.
Learned at Lv. 57
Xd
Inflicts regular damage with no additional effect.
Learned at Lv. 47
Platinum
Inflicts regular damage with no additional effect.
Learned at Lv. 50
X Y
Has a chance to lower the target’s Attack by one stage.
Off-type attacks that expand what this Pokémon can threaten.
Learned at Lv. 45
Sword Shield
User receives 1/3 the damage inflicted in recoil.
Learned at Lv. 50
Sword Shield
Lowers the user’s Attack and Defense by one stage after inflicting damage.
TM/TR Moves
Xd
Has a chance to freeze the target.
Support, disruption, and setup tools worth noticing.
TM/TR Moves
Xd
Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM/TR Moves
Sword Shield
Has a chance to paralyze the target.
TM/TR Moves
Xd
Has a chance to freeze the target.
Tutor Moves
Ultra Sun Ultra Moon
Takes the target’s item.
Azumarill can have the Thick Fat, Huge Power abilities. Its hidden ability is Sap Sipper.
Where this Pokémon appears in supported games, including method, level range, and encounter conditions.