Last updated: 2026-07-27

Related Pokemon
Fire-type moves do not work on the Pokémon. Instead, they give the Pokémon the Flash Fire status. While it has the Flash Fire status, the power of the Pokémon’s Fire-type moves is boosted by 50%.
When the Pokémon takes damage from a physical move, its Defense stat is lowered by 1 stage, but its Speed stat is boosted by 2 stages.
Season: M-4 (2026-07-27)
Moves
Item
Ability
Nature
AP Spreads
Terrain Setter Attacker
Sash + Psychic Terrain boosts Expanding Force for sweep.
Armarouge
| HP | 161 | 1 | |
|---|---|---|---|
| Atk↓ | 72 | - | |
| Def | 121 | 1 | |
| SpA↑ | 194 | 32 | |
| SpD | 100 | - | |
| Spe | 127 | 32 |
Armarouge build with Sp.Atk/Spe EVs; Focus Sash tanks physical to boost Speed. Tank then Psychic Terrain, Block priority while pushing boosted Expanding Force is possible.
Energy Ball broadens coverage
Destiny Bond slot is swappable. Aura Sphere covers Dark types resisting Psychic. Choose per team/meta.
Covers Psychic Terrain setup gap with item/ability, flips Speed to dominate.Field-boosted Expanding Force pressures — functions as ace; even bad matchups can trade 1-for-1 via Destiny Bond.
Weak to faster special attackers
Armarouge's Speed before ability boost isn't high, so Weak to faster special attacks not triggering Weak Armor. Vs. faster special attackers, switch out.
Example Threats
Doubles CS Sash Weak Armor
Weak Armor + Sash for Speed boost on contact.
Armarouge
| HP | 161 | 1 | |
|---|---|---|---|
| Atk↓ | 72 | - | |
| Def | 120 | - | |
| SpA↑ | 194 | 32 | |
| SpD | 101 | 1 | |
| Spe | 127 | 32 |
Sp.Atk/Spe EVs; Focus Sash or Endure tanks physical to trigger Weak Armor — Armarouge special attacker. Taking physical hits boosts Speed 2 stagesoutspeeding fast attackers and pushing high-power signature.
Wide Guard can be an attack
Instead of Wide Guard, Heat Wave or Aura Sphere are recommended. Heat Wave hits both opponents in one turn. Aura Sphere hits Pokémon halving both Fire/Psychic, Incineroar or Tyranitarsuper-effectively.
Self-targeted physical attacks turned into Speed boost; STAB from high Sp.Atkpressures opponent board as ace. Wide Guard against strong spread moves in doubles protects allies and creates advantage.
Pokémon halving both Fire and Psychic
Armarouge struggles vs. Pokémon halving both Fire/Psychic. Especially, Dark types hitting weakness are clear counters. Vs. threats, use Endure and attack with adjacent ally.
Example Threats
Type
Category
Target
Properties
55 / 55
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Weather Ball | Normal | Spec | 50 | 100 | 12 | Ball | 1 Foe | When a weather condition is present, this move’s power is doubled and its type changes. Harsh sunlight: Fire type. Rain: Water type. Snow: Ice type. Sandstorm: Rock type. |
| Helping Hand | Normal | Stat | - | - | 20 | Ally | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| Psych Up | Normal | Stat | - | - | 12 | 1 Foe | The user copies the target’s stat changes. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Protect | Normal | Stat | - | - | 8 | Self | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Substitute | Normal | Stat | - | - | 12 | Self | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. | |
| Disable | Normal | Stat | - | 100 | 20 | 1 Foe | Gives the target the Move Disabled status for 4 turns. | |
| Solar Beam | Grass | Spec | 120 | 100 | 12 | 1 Foe | The user gains the Charging status on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition. | |
| Energy Ball | Grass | Spec | 90 | 100 | 12 | Ball | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Flare Blitz | Fire | Phys | 120 | 100 | 16 | Contact | 1 Foe | Has a 10% chance of burning the target. Cures the user of being frozen. The user also takes 1/3 of the damage dealt by this move. |
| Flame Charge | Fire | Phys | 50 | 100 | 20 | Contact | 1 Foe | Boosts the user’s Speed stat by 1 stage. |
| Burn Up | Fire | Spec | 130 | 100 | 8 | 1 Foe | The user loses the Fire type. Cures the user of being frozen. This move fails unless it is used by a Fire type. | |
| Overheat | Fire | Spec | 130 | 90 | 8 | 1 Foe | Lowers the user’s Sp. Atk stat by 2 stages. | |
| Armor Cannon | Fire | Spec | 120 | 100 | 8 | 1 Foe | Lowers the user’s Defense and Sp. Def stats by 1 stage. | |
| Fire Blast | Fire | Spec | 110 | 85 | 8 | 1 Foe | Has a 10% chance of burning the target. | |
| Heat Wave | Fire | Spec | 95 | 90 | 12 | Wind | All Foes | Has a 10% chance of burning targets. |
| Flamethrower | Fire | Spec | 90 | 100 | 16 | 1 Foe | Has a 10% chance of burning the target. | |
| Lava Plume | Fire | Spec | 80 | 100 | 16 | All | Has a 30% chance of burning targets. | |
| Mystical Fire | Fire | Spec | 75 | 100 | 12 | 1 Foe | Lowers the target’s Sp. Atk stat by 1 stage. | |
| Fire Spin | Fire | Spec | 35 | 85 | 16 | 1 Foe | Gives the target the Bound status. | |
| Will-O-Wisp | Fire | Stat | - | 85 | 16 | 1 Foe | Burns the target. | |
| Sunny Day | Fire | Stat | - | - | 8 | Whole Field | Summons harsh sunlight for 5 turns. | |
| Meteor Beam | Rock | Spec | 120 | 90 | 12 | 1 Foe | The user gains the Charging status on the turn this move is used, then attacks on the following turn. The user’s Sp. Atk stat is boosted by 1 stage on the turn this move is used. | |
| Wide Guard | Rock | Stat | - | - | 12 | Ally Side | During the turn this move is used, the user protects its side from moves that target all allies. | |
| Clear Smog | Poison | Spec | 50 | - | 16 | 1 Foe | Removes all stat changes from the target. This move never misses. | |
| Acid Spray | Poison | Spec | 40 | 100 | 20 | Ball | 1 Foe | Lowers the target’s Sp. Def stat by 2 stages. |
| Scorching Sands | Ground | Spec | 70 | 100 | 12 | 1 Foe | Has a 30% chance of burning the target. Cures the user and target of being frozen. | |
| Focus Blast | Fighting | Spec | 120 | 70 | 8 | Ball | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Aura Sphere | Fighting | Spec | 80 | - | 20 | BallPulse | 1 Foe | This move never misses. |
| Psychic | Psychic | Spec | 90 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Expanding Force | Psychic | Spec | 80 | 100 | 12 | 1 Foe | If the user is under the effect of Psychic Terrain, this move’s power is boosted by 50% and its range extends to all opponents. | |
| Psyshock | Psychic | Spec | 80 | 100 | 12 | 1 Foe | This is a special move, but the damage it deals is calculated using the target’s Defense stat. | |
| Stored Power | Psychic | Spec | 20 | 100 | 12 | 1 Foe | This move’s power is increased by 20 for each stage that the user’s stats have been boosted. | |
| Psychic Terrain | Psychic | Stat | - | - | 12 | Whole Field | Turns the entire field into Psychic Terrain for 5 turns. | |
| Ally Switch | Psychic | Stat | - | - | 16 | Self | The user switches spots with one of its allies. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Trick Room | Psychic | Stat | - | - | 8 | Whole Field | Gives the entire field the Trick Room status for 5 turns. Using it again while the Trick Room status is active ends the Trick Room status. | |
| Calm Mind | Psychic | Stat | - | - | 20 | Self | Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage. | |
| Trick | Psychic | Stat | - | 100 | 12 | 1 Foe | The user and the target swap their held items. | |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full. | |
| Reflect | Psychic | Stat | - | - | 20 | Ally Side | Gives the user’s side the Reflect status for 5 turns. | |
| Light Screen | Psychic | Stat | - | - | 20 | All Allies | Gives the user’s side the Light Screen status for 5 turns. | |
| Shadow Ball | Ghost | Spec | 80 | 100 | 16 | Ball | 1 Foe | Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Night Shade | Ghost | Spec | - | 100 | 16 | 1 Foe | Deals 50 HP of damage. | |
| Destiny Bond | Ghost | Stat | - | - | 8 | Self | The user gains the Destiny Bound status. This move fails if used in succession. | |
| Spite | Ghost | Stat | - | 100 | 12 | 1 Foe | Removes 4 PP from the move last used by the target. | |
| Confuse Ray | Ghost | Stat | - | 100 | 12 | 1 Foe | Confuses the target. | |
| Dragon Pulse | Dragon | Spec | 85 | 100 | 12 | Pulse | 1 Foe | An ordinary attacking move with no additional effect. |
| Fling | Dark | Phys | - | 100 | 12 | 1 Foe | This move’s power and effects depend on the user’s held item. The held item is lost after this move is used. | |
| Dark Pulse | Dark | Spec | 80 | 100 | 16 | Pulse | 1 Foe | Has a 20% chance of making the target flinch. |
| Taunt | Dark | Stat | - | 100 | 20 | 1 Foe | Gives the target the Taunted status. | |
| Flash Cannon | Steel | Spec | 80 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Iron Defense | Steel | Stat | - | - | 16 | Self | Boosts the user’s Defense stat by 2 stages. |