Best Azurill Raid Counters

Raid Battles

Find the best counters for defeating Azurill in Pokémon GO. Here are the top 100 Azurill counters, including moves, DPS, TDO, faints, and time to win.

Azurill CP range from Raids

Azurill can be caught with the following Combat Power after being defeated in Raids:

  • From 179 CP to 208 CP, with no weather boost
  • From 223 CP to 260 CP with Partly Cloudy and Cloudy weather boost

Azurill weaknesses

Azurill type chart

When fighting Azurill, keep in mind the that Normal and Fairy-type Pokémon are weak to Poison and Steel-type moves. They take reduced damage from Bug, Dark, Dragon, and Ghost-type moves.

Azurill takes increased damage from:Azurill takes increased damage from:
+60.0%
  • Poison
  • Steel
Azurill takes reduced damage from:Azurill takes reduced damage from:
-37.5%
  • Bug
  • Dark
-60.9%
  • Dragon
  • Ghost

Best move-types and best weather for defeating Azurill

Move-typeUsage (%)Weather
Steel170.0%
  • snowSnow
Poison126.7%
  • cloudyCloudy
Psychic26.7%
  • windyWindy
Fighting16.7%
  • cloudyCloudy
Flying16.7%
  • windyWindy
Electric10.0%
  • rainRain
Dark10.0%
  • fogFog
Fire10.0%
  • sunnySunny
Normal6.7%
  • partlyCloudyPartly Cloudy
Fairy3.3%
  • cloudyCloudy
Ice3.3%
  • snowSnow

About our ranking methodology

Our guide provides detailed information on recommended Pokémon and moves that are most effective against Azurill in Raid Battles. Whether you're looking for the best counters to take Azurill down quickly with high DPS, or the tankiest counters that can withstand its attacks, our guide has something for every trainer.

This guide displays a list of best Azurill counters in Pokémon GO with their Fast Attacks, Charged Attacks, DPS (damage per second), TDO (total damage output), faints, TTW (time to win), and score. The list is sorted by the score, which is calculated based on the DPS and TDO. Each Pokemon's move type is indicated by an icon beside the move name.

When calculating the best counters for any Pokémon, our simulator takes into account various factors, such as the defender's typing and average DPS against each attacker, the weather's influence, energy left over from using charge attacks, Shadow Pokémon attack and defense stat changes, and more. During the initial phase of simulations, we calculate DPS and TDO for each attacker that is currently available in the game, and then we continue to rank them.

We use a ranking method developed by a Reddit user named /u/Elastic_Space, which is described in detail in this Reddit post. It is a fairly complicated, but very well thought-out mathematical model for predicting simulation results without actually running the simulations. It also correlates with field data almost too well not to be used. Reddit

Our Time to Win (TTW) and Faint numbers are also estimated, and should be taken with a grain of salt. Since we do not account for factors like Friendship and Mega damage boost, they will differ from actual experience in the field.