how about azumarill with ninjask baton pass support? that would be a force to be reckoned with
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All I know about this thing is, it's a MUCH bigger threat than it was last Gen.
It's typing is byfar one of the better type combinations for fairy that we have seen, since all three of the types it is weak to are painfully obvious and give you the chance to switch.
Anything Fairy w/ Huge Power is nothing to mess with.
And this semi bulky Pikablu is proof of such. I was never a big fan of it before, but now, my opinion on it is beginning to change.
Perhaps that's because it's on damn near every team. . .
Last edited by MuhFugginMoose; 10th November 2013 at 10:52 PM.
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Azumarill doesn't even want Speed passed to it because even at +2 it still has crappy Speed without total investment and it already has CB Aqua Jet off of an effective base 150 Attack stat.
Scolipede is leagues ahead of Ninjask. Scolipede's defenses are a lot better (it actually has decent enough physical bulk to take a hit now and then), it has significantly more power with its higher Atk stat and Megahorn, it has real coverage moves to pose an offensive threat, it only takes 25% damage from Stealth Rock as opposed to 50%, it absorbs Toxic Spikes for its teammates, it can offer both Baton Pass and Spikes support, and it abuses its own Swords Dance boosts way more effectively. It also has half the Rock weakness and trades Ice and Electric weaknesses for a much less common Psychic weakness. The only thing Ninjask has over Scolipede is more initial speed, but after Scolipede uses Protect the first time and gets to +1 Spe, that extra speed is ultimately irrelevant. The fact that Scolipede has more bulk, slightly better defensive typing, and half the Stealth Rock weakness actually makes it last even longer than Ninjask. I'd honesty much rather use Scolipede as a partner to Azumarill. Unlike Ninjask, Scolipede doesn't share any weaknesses with Azumarill (Ninjask and Azumarill share an Electric weakness), and it can take Poison moves aimed at Azumarill with ease.
Scolipede still cant baton pass over swords dance
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If we're talking about being serious about baton passing set up to Azu, which I personally never cared for (But see the merit of the strategy), I can make one solid note as to why any speed boost at all is good. Other slow Priority users. Sucker Punch Megawile, Bullet Punch Sciz, and even another Azu, +1 or +2 speed could give you the edge you'd need, in which respect, use your favorite between Ninja and Peed, since they both get Speed Boost, SD, Sub, Baton. Ninja has more HP... by 1, and is faster, so really, it's a personal favorite based on that last move slot and what you want to put in it.
You're still left with all the same things to worry about though. With Play Rough, Aqua Jet, Super Power, why not play around with bounce?
*Obligatory commentary on how bad two turn moves are*
Yeah, but if they switch, you've got more hits to throw around before they can get their counter back out, unless they have Volt Switch on something that will easily survive a +2 Bounce AND out speed whatever you may throw at it (bonus if you paralyze it too).
I've been trying to come up with a good Azumarill set (as all my friends use Dragon types) and with my future Mega Mawile, Azumarill would be a great partner:
252 HP, 152 Atk, 104 SpDef
Since Mega Mawile is only weak to Fire and Ground, Azumarill is perfect for Mawile. I want to keep him alive as much as possible, so I want to Belly Drum and get all that lost HP back through Leftovers and Aqua Ring. I split the EVs between Atk and SpDef because the Huge Power boost will be more than enough Attack, and the Special Defense boost lets me survive a super effective Grass/Electric/Poison move. I'm not sure if I want the priority Aqua Jet, or the more powerful Waterfall.
What do you guys think? Is having Aqua Ring and Leftovers too much? Should I invest more into Attack?
Anyway, I love how awesome Azumarill got this Gen and how few people even realize it!
I admire the Belly Drum/Aqua Jet strategy, but the easiet way to avoid it (and I have used this before, worked plenty of times before) is to throw out a Focus Sash'd Heliolisk running Dry Skin. Absorbs Aqua Jet, and if a Thunderbolt does not finish Azumaril, the Focus Sash will survive a Superpower to finish it off. Really no way it can lose, but often it does not work unless you hold out Heliolisk until the end and finish the others first.
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As for Heliolisk, its more of a gimmack as if there are hazards, its dead, if it predicts wrong, its crippled for the rest of the match, and is overall inferior to other pokemon such as rotom wash that can live a hit, if its physically defensive its a 3hko, and retaliate back, or use mega venusaur that can check a lot of other threats such as rotom wash, and bait in and check other threats such as heatran, mamoswine, and genesect.
I wouldn't use the Sub/BD set, ever. Why use Sub at all, does anyone know how many Pokes will let you sub on their face by merit of crap offences? Then, you have to account for entry hazards... Just use the extra coverage move, which is much needed over the DS Azu gets, especially when it wants to run Aqua Jet all the time.
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Substitute and Belly Drum together is another story though, but this is due to the incredibly high risk nature of Belly Drum.
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SubDrumming sucks. Don't do it. Seriously. It goes against everything we know and love about Azumarill. It eliminates the strong, bulky aspect of Zuzu and only serves to self-inflict more damage. Sure, you can get a surprise KO, but there is no point in SubDrumming when you can just run Lum Berry or Sitrus Berry to cure status and restore health respectively.
I agree with mcdanger now... heliolisk with dry skin is the only true counter to azumarill... and before anyone mentions superpower, I have to add... FOCUS SASH
Focus Sash is not a magical unicorn. Lots of things make it worthless, like Weather (Sand/Hail), Status (Fire/Poison), Abilities (Tough Skin), Hazards (Spikes/Toxic Spikes/Rocks), and Moves (multi-hit).
Heliolisk is a great Pokemon, but no Azumarill is going to Aqua Jet a Heliolisk if it could be carrying Dry Skin; so you absorb Aqua Jet/Waterfall/Aqua Tail on the Switch in. That requires correct prediction on your part, and slightly less than correct on your opponent's. Mega Venusaur, on the other hand, comes in on any attacks and laughs at Azumarill; even normal Venusaur is a more fool proof check IMO.
Last edited by CircuitAngel; 22nd November 2013 at 6:15 AM.
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No one is going to come in with Azumarill against Heliolisk for a Revenge Kill. Heliolisk is faster, could potentially ignore priority, and can put Azumarill in the ground. the only way your plan works is switching Heliolisk into Azumarill, and that requires a large number of things to go your way:
1) There must be no Spikes/Rocks/TSpikes/Sand/Hail in play.
2) Azumarill must be using Aqua Jet the turn you switch Heliolisk in.
2a) If not, Heliolisk must be your Focus Sash holder on the team, which makes no sense if he is only a Azumarill counter on the switch in (which is a ridiculously small niche for a 1/6th of your team).
3) Azumarill must then stay in against Heliolisk.
That is a pretty hard set of conditions that need to be met. Compared to Venasaur; whose conditions for checking Azumarill are:
1) You must switch in Venusaur.
He also has great options outside of a one dimensional "This is my Azumarill check" role.
Last edited by CircuitAngel; 23rd November 2013 at 10:47 AM.
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