RU Endure + Weakness Policy Armarouge (QC 2/2) (GP 1/1)

Sir Tetris

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[SET]
name: Endure + Weakness Policy
move 1: Armor Cannon
move 2: Stored Power / Expanding Force
move 3: Energy Ball / Calm Mind
move 4: Endure
item: Weakness Policy
ability: Weak Armor
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe
tera type: Ground / Normal / Psychic

[SET COMMENTS]

Weakness Policy Armarouge is a naturally potent wallbreaker and sweeper that can immediately chunk holes in the opposing team thanks to its excellent STAB combination and decent bulk. Armarouge can use the combination of Endure and Weakness Policy to flip situations around at the drop of a hat and threaten a devastating sweep. Armor Cannon is the centerpiece of Armarouge's arsenal as a wallbreaker due to its high Base Power and its drawbacks made negligible by having Endure as an option. Stored Power can deal incredible amounts of damage after a Weakness Policy and Weak Armor activation, with the drawback of initially being very weak. Expanding Force is an option on Psychic Terrain teams that can OHKO most non-resistant foes in the tier while Psychic Terrain is active and is still a decently powerful attack otherwise. Energy Ball provides Armarouge with coverage that is essential for dealing with Water-types such as Slowbro and Suicune. Calm Mind is an optional setup move that allows Armarouge to capitalize on Pokemon that cannot deal much damage to it like Cyclizar, Fezandipiti, and Galarian Weezing and keeps it from being dependent on Weakness Policy for strengthening its attacks. Weak Armor allows Armarouge to outspeed a massive portion of the tier after surviving a physical attack, thus enabling it to act as an excellent late-game cleaner. A Timid nature ensures that Armarouge outspeeds even the fastest Choice Scarf users in the tier, such as Terrakion and Gengar, at +2. Tera Ground makes Armarouge immune to Sandstorm damage and also lets it deny Thunder Wave and Electric-type moves from Pokemon such as Thundurus, Jirachi, and Reuniclus, which gives it time to either setup further or pick up a KO. Tera Normal can be used to turn the tables on a Ghost-type revenge killer like Gengar or Mimikyu. Tera Psychic boosts the damage of Armarouge's strong Psychic-type attacks even further and is particularly useful in Psychic Terrain.

Weakness Policy Armarouge fits well on hyper offense and offensive structures that appreciate a safety net that can revenge kill a Choice item user such as Galarian Zapdos or Krookodile if needed and possibly sweep in return. Armarouge can also cover the role of a wallbreaker and cleaner on balance structures that aim to gradually chip away at the opposing team due to its innate firepower and ability to quickly boost its Speed. Armarouge synergizes particularly well with Psychic Terrain and thus partners well with lead Psychic Surge Indeedee; not only does Psychic Terrain power up Armarouge's Psychic-type STAB attacks to unstoppable levels, it also stops Armarouge from being revenge killed with a priority move, which is often its biggest worry after a successful Endure. Armarouge often finds its itself lacking meaningful ways to deal with specially defensive walls such as Chansey, Umbreon, and Hisuian Goodra and therefore benefits from strong physical sweepers such as Swords Dance Terrakion and Shift Gear Revavroom and, on bulkier structures, wallbreakers such as Choice Band Okidogi, as they can help to remove or deal large chunks of damage to Armarouge's checks. Armarouge benefits from hazard removal options such as Tidy Up Maushold and Rapid Spin Cyclizar, as they can prevent it from losing its health to entry hazard chip, thus keeping it from being dependent on Endure for surviving attacks. Armarouge works well with fast pivots such as Choice Scarf Jirachi and Cyclizar that can bait a Knock Off from weak physical attackers such as Cyclizar, Hisuian Goodra, and Chesnaught and use it against them to threaten a devastating sweep by activating Weakness Policy.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/sir-tetris.655207/
Quality checked by:
https://www.smogon.com/forums/members/flampoke.654091/
https://www.smogon.com/forums/members/feen.231398/
Grammar checked by:
https://www.smogon.com/forums/members/milak.262594/
 
Last edited:
add comment remove

[SET]
name: Endure + Weakness Policy
move 1: Armor Cannon
move 2: Stored Power / Expanding Force
move 3: Energy Ball / Calm Mind
move 4: Endure
item: Weakness Policy
ability: Weak Armor
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe
tera type: Ground / Normal / Psychic

[SET COMMENTS]

Weakness Policy Armarouge is a naturally potent wallbreaker and sweeper that can not only immediately chunk holes in the opposing team thanks to its uncommonly resisted excellent STAB combination and decent bulk, but also,. period with the help of Endure and Weakness Policy, turn sticky Armarouge can use the combination of Endure and Weakness Policy to flip situations around at the drop of a hat and threaten a devastating sweep. Stored Power can deal incredible amounts of damage after a Weakness Policy and Weak Armor activation with the drawback of initially being very weak and decreasing in power with every Armor Cannon. Expanding Force is an option on Psychic Terrain hyper offense teams that can OHKO most non-resists in the tier while Psychic Terrain is active and is still a decently powerful attack otherwise. Energy Ball provides Armarouge with coverage that is essential for dealing with Water-types such as Slowbro and Suicune. Calm Mind is an optional setup move that allows Armarouge to capitalize on Pokemon that cannot deal much damage to it like Dragon Tail-less Cyclizar, Fezandipiti, and Galarian Weezing and keeps it from being dependent on Weakness Policy and Weak Armor for strengthening its attacks. Add a sentence about Weak Armor and Timid nature. Tera Ground lets Armarouge deny Thunder Wave and Electric-type moves from Pokemon such as Thundurus, Jirachi, and Reuniclus which gives it time to either setup further or pick up a KO kill. Ground also prevents Endure Arma from dying to sand from Hippo. Tera Normal can be used to turn the tables on a Mimikyu attempting to revenge kill Armarouge. Elaborate on being immune to Ghost overall, like Choice Scarf Gengar. Tera Psychic boosts the damage of Armarouge's strong Psychic-type attacks even further and is particularly useful in Psychic Terrain as priority measures against Armarouge are already handled.


Weakness Policy Armarouge fits well on hyper offense and offensive structures that appreciate a safety net that can revenge kill a Choice item user such as Galarian Zapdos or Krookodile if needed and possibly sweep in return. Armarouge synergizes particularly well with Psychic Terrain, and thus partners well with Psychic Surge lead Indeedee; not only does Psychic Terrain power up Armarouge's Psychic-type STAB attacks to unstoppable levels, it also stops Armarouge from being revenge killed with a priority move which is often its biggest worry after a successful Endure. Armarouge often finds its offenses itself lacking meaningful ways for dealing with specially defensive walls such as Chansey, Umbreon, and Assault Vest Hisuian Goodra, and therefore benefits from strong physical attacking sweepers such as Swords Dance Terrakion and Shift Gear Revavroom and, on more balanced structures, wallbreakers such as Choice Band Okidogi as they can help to remove or deal large chunks of damage to Armarouge's checks. Armarouge benefits from hazard removal options such as Tidy Up Maushold and Rapid Spin Cyclizar as they can prevent it from losing a quarter of its health to Stealth Rocks entry hazard chip which keeps it from being dependent on Endure for surviving attacks. Armarouge also works well with fast pivots such as Choice Scarf Jirachi and Cyclizar that can bait a Knock Off from weak physical attackers such as Cyclizar, Hisuian Goodra, and Chesnaught and use it against them to threaten a devastating sweep by activating Weakness Policy. Talk about Armarouge being able to fit on structures as a late-game cleaner as you've done a good job of explaining it in general but not as a way to beat its checks once weakened. +2 Speed Armarouge, even without WP activated, is still faster than most of the metagame, for instance.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/sir-tetris.655207/
Quality checked by:
https://www.smogon.com/forums/members/flampoke.654091/

Grammar checked by:

Awesome work so far, implement and ready for QC2!
 
Last edited:
add comment remove

[SET]
name: Endure + Weakness Policy
move 1: Armor Cannon
move 2: Stored Power / Expanding Force
move 3: Energy Ball / Calm Mind
move 4: Endure
item: Weakness Policy
ability: Weak Armor
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe
tera type: Ground / Normal / Psychic

[SET COMMENTS]

Weakness Policy Armarouge is a naturally potent wallbreaker and sweeper that can not only immediately chunk holes in the opposing team thanks to its uncommonly resisted excellent STAB combination and decent bulk, but also,. period with the help of Endure and Weakness Policy, turn sticky Armarouge can use the combination of Endure and Weakness Policy to flip situations around at the drop of a hat and threaten a devastating sweep. Stored Power can deal incredible amounts of damage after a Weakness Policy and Weak Armor activation with the drawback of initially being very weak and decreasing in power with every Armor Cannon. Expanding Force is an option on Psychic Terrain hyper offense teams that can OHKO most non-resists in the tier while Psychic Terrain is active and is still a decently powerful attack otherwise. Energy Ball provides Armarouge with coverage that is essential for dealing with Water-types such as Slowbro and Suicune. Calm Mind is an optional setup move that allows Armarouge to capitalize on Pokemon that cannot deal much damage to it like Dragon Tail-less Cyclizar, Fezandipiti, and Galarian Weezing and keeps it from being dependent on Weakness Policy and Weak Armor for strengthening its attacks. Add a sentence about Weak Armor and Timid nature. Tera Ground lets Armarouge deny Thunder Wave and Electric-type moves from Pokemon such as Thundurus, Jirachi, and Reuniclus which gives it time to either setup further or pick up a KO kill. Ground also prevents Endure Arma from dying to sand from Hippo. Tera Normal can be used to turn the tables on a Mimikyu attempting to revenge kill Armarouge. Elaborate on being immune to Ghost overall, like Choice Scarf Gengar. Tera Psychic boosts the damage of Armarouge's strong Psychic-type attacks even further and is particularly useful in Psychic Terrain as priority measures against Armarouge are already handled.


Weakness Policy Armarouge fits well on hyper offense and offensive structures that appreciate a safety net that can revenge kill a Choice item user such as Galarian Zapdos or Krookodile if needed and possibly sweep in return. Armarouge synergizes particularly well with Psychic Terrain, and thus partners well with Psychic Surge lead Indeedee; not only does Psychic Terrain power up Armarouge's Psychic-type STAB attacks to unstoppable levels, it also stops Armarouge from being revenge killed with a priority move which is often its biggest worry after a successful Endure. Armarouge often finds its offenses itself lacking meaningful ways for dealing with specially defensive walls such as Chansey, Umbreon, and Assault Vest Hisuian Goodra, and therefore benefits from strong physical attacking sweepers such as Swords Dance Terrakion and Shift Gear Revavroom and, on more balanced structures, wallbreakers such as Choice Band Okidogi as they can help to remove or deal large chunks of damage to Armarouge's checks. Armarouge benefits from hazard removal options such as Tidy Up Maushold and Rapid Spin Cyclizar as they can prevent it from losing a quarter of its health to Stealth Rocks entry hazard chip which keeps it from being dependent on Endure for surviving attacks. Armarouge also works well with fast pivots such as Choice Scarf Jirachi and Cyclizar that can bait a Knock Off from weak physical attackers such as Cyclizar, Hisuian Goodra, and Chesnaught and use it against them to threaten a devastating sweep by activating Weakness Policy. Talk about Armarouge being able to fit on structures as a late-game cleaner as you've done a good job of explaining it in general but not as a way to beat its checks once weakened. +2 Speed Armarouge, even without WP activated, is still faster than most of the metagame, for instance.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/sir-tetris.655207/
Quality checked by:
https://www.smogon.com/forums/members/flampoke.654091/

Grammar checked by:

Awesome work so far, implement and ready for QC2!

Implemented, ready for QC 2
 
highlight that armarouge can also function as a breaker due to Armor Cannon being very strong, but of course emphasize it as a cleaner. You should prolly include a sentence describing Armor Cannon in the first paragraph.

good work, qc 2/2
 
highlight that armarouge can also function as a breaker due to Armor Cannon being very strong, but of course emphasize it as a cleaner. You should prolly include a sentence describing Armor Cannon in the first paragraph.

good work, qc 2/2

Implemented, ready for GP Team
 
Add (AC=add comma)
Remove (RC=remove comma)

[SET]
name: Endure + Weakness Policy
move 1: Armor Cannon
move 2: Stored Power / Expanding Force
move 3: Energy Ball / Calm Mind
move 4: Endure
item: Weakness Policy
ability: Weak Armor
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe
tera type: Ground / Normal / Psychic

[SET COMMENTS]
Weakness Policy Armarouge is a naturally potent wallbreaker and sweeper that can immediately chunk holes in the opposing team thanks to its excellent STAB combination and decent bulk. Armarouge can use the combination of Endure and Weakness Policy to flip situations around at the drop of a hat and threaten a devastating sweep. Armor Cannon is the centerpiece of Armarouge's arsenal as a wallbreaker due to its high Base Power and its drawbacks made negligible by having Endure as an option. Stored Power can deal incredible amounts of damage after a Weakness Policy and Weak Armor activation, with the drawback of initially being very weak. Expanding Force is an option on Psychic Terrain teams that can OHKO most non-resists non-resistant foes in the tier while Psychic Terrain is active and is still a decently powerful attack otherwise. Energy Ball provides Armarouge with coverage that is essential for dealing with Water-types such as Slowbro and Suicune. Calm Mind is an optional setup move that allows Armarouge to capitalize on Pokemon that cannot deal much damage to it like Cyclizar, Fezandipiti, and Galarian Weezing and keeps it from being dependent on Weakness Policy for strengthening its attacks. Weak Armor allows Armarouge to outspeed a massive portion of the tier after surviving a physical attack, thus enabling it to act as an excellent late-game cleaner. A Timid nature ensures that Armarouge outspeeds even the fastest Choice Scarf users in the tier, such as Terrakion and Gengar, at +2. Tera Ground makes Armarouge immune to Sandstorm damage and also lets it deny Thunder Wave and Electric-type moves from Pokemon such as Thundurus, Jirachi, and Reuniclus,(AC) which gives it time to either setup further or pick up a KO. Tera Normal can be used to turn the tables on a Ghost-type revenge killer like Gengar or Mimikyu. Tera Psychic boosts the damage of Armarouge's strong Psychic-type attacks even further and is particularly useful in Psychic Terrain.

Weakness Policy Armarouge fits well on hyper offense and offensive structures that appreciate a safety net that can revenge kill a Choice item user such as Galarian Zapdos or Krookodile if needed and possibly sweep in return. Armarouge can also cover the role of a wallbreaker and cleaner on Balance balance structures that aim to gradually chip away at the opposing team due to its innate firepower and ability to quickly boost its Speed. Armarouge synergizes particularly well with Psychic Terrain,(RC) and thus partners well with lead Psychic Surge Indeedee; not only does Psychic Terrain power up Armarouge's Psychic-type STAB attacks to unstoppable levels, it also stops Armarouge from being revenge killed with a priority move,(AC) which is often its biggest worry after a successful Endure. Armarouge often finds its itself lacking meaningful ways to deal with specially defensive walls such as Chansey, Umbreon, and Hisuian Goodra,(RC) and therefore benefits from strong physical attacking sweepers such as Swords Dance Terrakion and Shift Gear Revavroom and, on bulkier structures, wallbreakers such as Choice Band Okidogi,(AC) as they can help to remove or deal large chunks of damage to Armarouge's checks. Armarouge benefits from hazard removal options such as Tidy Up Maushold and Rapid Spin Cyclizar,(AC) as they can prevent it from losing its health to entry hazard chip, thus keeping it from being dependent on Endure for surviving attacks. Armarouge works well with fast pivots such as Choice Scarf Jirachi and Cyclizar that can bait a Knock Off from weak physical attackers such as Cyclizar, Hisuian Goodra, and Chesnaught and use it against them to threaten a devastating sweep by activating Weakness Policy.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/sir-tetris.655207/
Quality checked by:
https://www.smogon.com/forums/members/flampoke.654091/
https://www.smogon.com/forums/members/feen.231398/
Grammar checked by:
https://www.smogon.com/forums/members/milak.262594/
milak-gp-small.gif

GP Team done
 
Add (AC=add comma)
Remove (RC=remove comma)

[SET]
name: Endure + Weakness Policy
move 1: Armor Cannon
move 2: Stored Power / Expanding Force
move 3: Energy Ball / Calm Mind
move 4: Endure
item: Weakness Policy
ability: Weak Armor
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe
tera type: Ground / Normal / Psychic

[SET COMMENTS]
Weakness Policy Armarouge is a naturally potent wallbreaker and sweeper that can immediately chunk holes in the opposing team thanks to its excellent STAB combination and decent bulk. Armarouge can use the combination of Endure and Weakness Policy to flip situations around at the drop of a hat and threaten a devastating sweep. Armor Cannon is the centerpiece of Armarouge's arsenal as a wallbreaker due to its high Base Power and its drawbacks made negligible by having Endure as an option. Stored Power can deal incredible amounts of damage after a Weakness Policy and Weak Armor activation, with the drawback of initially being very weak. Expanding Force is an option on Psychic Terrain teams that can OHKO most non-resists non-resistant foes in the tier while Psychic Terrain is active and is still a decently powerful attack otherwise. Energy Ball provides Armarouge with coverage that is essential for dealing with Water-types such as Slowbro and Suicune. Calm Mind is an optional setup move that allows Armarouge to capitalize on Pokemon that cannot deal much damage to it like Cyclizar, Fezandipiti, and Galarian Weezing and keeps it from being dependent on Weakness Policy for strengthening its attacks. Weak Armor allows Armarouge to outspeed a massive portion of the tier after surviving a physical attack, thus enabling it to act as an excellent late-game cleaner. A Timid nature ensures that Armarouge outspeeds even the fastest Choice Scarf users in the tier, such as Terrakion and Gengar, at +2. Tera Ground makes Armarouge immune to Sandstorm damage and also lets it deny Thunder Wave and Electric-type moves from Pokemon such as Thundurus, Jirachi, and Reuniclus,(AC) which gives it time to either setup further or pick up a KO. Tera Normal can be used to turn the tables on a Ghost-type revenge killer like Gengar or Mimikyu. Tera Psychic boosts the damage of Armarouge's strong Psychic-type attacks even further and is particularly useful in Psychic Terrain.

Weakness Policy Armarouge fits well on hyper offense and offensive structures that appreciate a safety net that can revenge kill a Choice item user such as Galarian Zapdos or Krookodile if needed and possibly sweep in return. Armarouge can also cover the role of a wallbreaker and cleaner on Balance balance structures that aim to gradually chip away at the opposing team due to its innate firepower and ability to quickly boost its Speed. Armarouge synergizes particularly well with Psychic Terrain,(RC) and thus partners well with lead Psychic Surge Indeedee; not only does Psychic Terrain power up Armarouge's Psychic-type STAB attacks to unstoppable levels, it also stops Armarouge from being revenge killed with a priority move,(AC) which is often its biggest worry after a successful Endure. Armarouge often finds its itself lacking meaningful ways to deal with specially defensive walls such as Chansey, Umbreon, and Hisuian Goodra,(RC) and therefore benefits from strong physical attacking sweepers such as Swords Dance Terrakion and Shift Gear Revavroom and, on bulkier structures, wallbreakers such as Choice Band Okidogi,(AC) as they can help to remove or deal large chunks of damage to Armarouge's checks. Armarouge benefits from hazard removal options such as Tidy Up Maushold and Rapid Spin Cyclizar,(AC) as they can prevent it from losing its health to entry hazard chip, thus keeping it from being dependent on Endure for surviving attacks. Armarouge works well with fast pivots such as Choice Scarf Jirachi and Cyclizar that can bait a Knock Off from weak physical attackers such as Cyclizar, Hisuian Goodra, and Chesnaught and use it against them to threaten a devastating sweep by activating Weakness Policy.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/sir-tetris.655207/
Quality checked by:
https://www.smogon.com/forums/members/flampoke.654091/
https://www.smogon.com/forums/members/feen.231398/
Grammar checked by:
https://www.smogon.com/forums/members/milak.262594/
View attachment 650139
GP Team done

Implemented, ready for upload.
 
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