
Armarouge
Type: Fire / Psychic
Base Stats: 85 HP / 60 Atk / 100 Def / 125 SpA / 80 SpD / 75 Spe
Abilities: Flash Fire / Weak Armor
Notable Moves:
- Armor Cannon
- Fire Blast
- Flamethrower
- Psychic
- Psyshock
- Focus Blast
- Aura Sphere
- Energy Ball
- Dark Pulse
- Shadow Ball
- Tera Blast
- Will-O-Wisp
- Calm Mind
- Trick
- Taunt
- Clear Smog
- Overheat
- Disable
Signature Move:
Armor Cannon
Type: Fire
Category: Special
BP: 120
PP: 5
Accuracy: 100%
Description: Lowers the user's Defense and Special Defense by one stage.
Pros:
- Armarouge’s solid base 125 Special Attack in conjunction with Calm Mind makes it a very strong special attacker.
- Good movepool with decent amount of coverage options such as Aura Sphere, Energy Ball, and Shadow Ball.
- Amazing signature move with 120 BP, at the cost of lowering its Physical Defense and Special Defense.
- 75 base speed is decent enough to enable Armarouge to serve as a wallbreaker or a Choice Scarf user with a positive speed nature.
- Access to moves such as Taunt, Trick, Clear Smog and Will-O-Wisp.
- Flash Fire is a free immunity that boosts its STAB.
- Weak Armor is a fair ability depending on set since +2 Speed is very nice in the late game.
- Decent physical bulk with Base 80 HP / 100 DEF which will allow it to take hits if needed.
Cons:
- Fire/Psychic is not a good defensive typing and gives it loads of common weaknesses such as Ground, Water, and Dark.
- It's Fire type will force it to take 1/4 health damage from Stealth Rocks (If Heavy-Duty boots is not equipped)
- It's not incredibly fast so if it is not scarfed it will make it suspectable to being outsped by other sweepers (Unless Weak Armor get activated)
Terastal Potential:
- Armarouge can go for a Tera Type Fire or Psychic to further boost the power of its STAB moves, if you go with Psychic specifically you make it less vulnerable to Stealth Rocks hazards.
- Alternatively, it can go for Tera Type Fighting to get rid of all its initial weaknesses and give its Fighting type moves more power and make it less vulnerable to Stealth Rocks hazards.
- A Steel Tera type provides many useful resistances and has good synergy with Flash Fire.
Potential Sets:
Choice Specs
Armarouge @ Choice Specs
Ability: Flash Fire / Weak Armor
Tera Type: Fire / Psychic / Fighting / Steel
EVs: 252 SpA / 4 Def / 252 Spe
Modest / Timid Nature
IVs: 0 Atk
- Armor Cannon
- Psychic / Psyshock
- Energy Ball / Aura Sphere
- Trick / Shadow Ball
The Choice Specs set gives Amarouge great room to excel as a wall breaker. Armor Cannon is a very powerful special attacking move with 120 BP + STAB which can damage a fair amount of Pokémon's in the metagame regardless of resistance. Psychic and Psyshock are both good options but Psyshock could be ideal in case a Special Defensive wall switches in. Energy Ball is a valuable for Water, Rock, and Ground types that attempt to switch in or stay in on Amarouge. Aura Sphere is a great coverage move for Dark Types as well as it working well in combination with Tera Type Fighting. Trick is a must in order to break walls as well as get rid of your choice item based on the team matchup.
Choice Scarf
Armarouge @ Choice Scarf
Ability: Flash Fire
Tera Type: Fire / Psychic / Fighting / Steel
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Armor Cannon
- Focus Blast / Aura Sphere
- Trick
- Psyshock / Psychic
Armarouge can also serve as a revenge killer by patching up its poor speed with a Choice Scarf. The details are basically the same as before, with Armor Cannon being its most powerful move, while Psyshock targets special walls as the STAB Psychic move of choice. Aura Sphere is more accurate, but Focus Blast is much more powerful. Finally, Trick is used to cripple any walls that switch in on this set.
Choice Scarf allows Armarouge to hit a respectable Speed of 409 which will allow it to speed a decent of Pokémon in the UU tier. Armor Cannon is a must in this set, due to it's exceptional power as well as it being the best Special Attacking Fire type move (With no drops) Armarouge has in it's arsenal. Psyshock and Psychic are both great STAB moves that can bother Fighting and Poison types in the tier. Focus Blast can be an option here with Aura Sphere purely for power instead of accuracy because this is the Choice Scarf set. Lastly Trick is used in order to break walls as well as getting rid of your choice item based on team matchup.
Weak Armor Calm Mind
Armarouge @ Heavy-Duty Boots / Life Orb
Ability: Weak Armor
Tera Type: Fire / Psychic / Steel
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Flamethrower
- Taunt / Aura Sphere / Energy Ball
- Calm Mind
- Psyshock / Psychic
This is more of an offensive-minded Calm Mind set with the goal of to activating Weak Armor. Flamethrower is picked over Armor Cannon so you can maintain the Special Defensive boosts from Calm Mind. Taunt is an option so the opponents Pokémon aren't setting up Status, Entry Hazard, or Recovery. Aura Sphere is for coverage on Dark, Rock, and Normal types as well as combination with Tera Type Fighting. Psyshock is the hit physical walls with a strong Psychic STAB move who are switching into Armarouge's special attacking moves, depending on the team core it could be better to go with Psychic but it depends on preference of the set you are running.
Weakness Policy Endure
Armarouge @ Weakness Policy
Ability: Weak Armor
Tera Type: Fire / Psychic / Steel
EVs: 252 SpA / 4 Def / 252 Spe
Modest Nature
- Armor Cannon
- Endure
- Aura Sphere / Energy Ball
- Psyshock / Psychic
Niche set, mainly used as a late game sweeper as soon as you removed all Pokémon with priority moves or Sandstorm damage from the opponents side. Motive is to switch in on a physical attacker and make sure they use a Super-Effective attack as you predict and use Endure. Once you Endure successfully it will activate the Weakness Policy attacking boost as well as activate Weak Armor's speed boost.
Other Options:
You can run bulky Calm Mind set with Flash Fire and Substitute, also running a Assault Vest wall with Clear Smog can also be valuable as well.
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