Last updated: 2026-09-14

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.
A below-mid-tier pick in Singles. Focus Sash is nearly a lock, and with maxed Sp. Atk/Speed EVs on a Modest nature, the main set combines the high power of Armor Cannon and Expanding Force with Destiny Bond and Endure, aiming to do the work of two Pokémon in a single matchup.
This analysis is auto-generated by AI based on base stats, typing, and recent-season usage trends. It may differ from the actual competitive environment.
Season: M-6 (2026-09-14)
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 |
This Armarouge invests points in Sp. Atk and Speed and survives an opposing physical attack with
Focus Sash, raising its Speed in the process. After surviving the hit, it sets Psychic Terrain and Block priority while pushing boosted Expanding Force is possible.
Energy Ball broadens coverage
Destiny Bond is the main move slot that can be changed. In particular, Aura Sphere is covers Dark types resisting Psychic. Choose per team/meta.
Psychic Terrain while its item and Ability cover the opening needed to set it, reversing the Speed order and letting it dominate by moving first.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 Trick Room Attacker
A special attacker build that sets up Trick Room on its own and attacks with Life Orb-boosted power.
Armarouge
| HP | 191 | 31 | |
|---|---|---|---|
| Atk | 80 | - | |
| Def | 122 | 2 | |
| SpA↑ | 194 | 32 | |
| SpD | 101 | 1 | |
| Spe↓ | 85 | - |
Trick Room on its own,
Life Orb it attacks with power-boosted moves — a special attacker.With a Speed-lowering nature, it aims to act first under Trick Room build. Its Ability Flash Fire nullifies the opponent's Fire-type moves, letting it play advantageously.
Aura Sphere or Wide Guard are also good options
Protect instead, Aura Sphere or Wide Guard are also recommended. Aura Sphere hits the weakness of Incineroar and Tyranitar, who resist both Fire- and Psychic-type moves. Also, unlike Protect, Wide Guard can also block spread moves aimed at your ally.
In Double Battles, Trick Roomit sets up and pushes forward together with slower allies. After manipulating Speed,
Life Orb boosted Armor Cannon or Expanding Force to deal heavy damage to the opponent.
Indeedee with Psychic Surge
the ability Psychic Surge with サイコフィールド状態, which can set up Psychic Terrain, has good synergy with it. While Psychic Terrain is active, Expanding Force becomes a powerful spread move.
Good Partners
Pokémon that take Fire- and Psychic-type moves at half damage or less
It struggles against Pokémon that take Fire- and Psychic-type moves at half damage or less. In particular, Dark-type Pokémon are natural enemies, since they also exploit its weakness. Against Pokémon it struggles with, block their moves with Protect or by switching out, while countering with your ally's moves. Also, against Dark-type Pokémon, Aura Sphere to exploit its weakness as a counter.
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 |
With Sp.Atk/Spe EVs,
Focus Sash or Endure to withstand a physical move and activate its Ability Weak Armor—this is a special-attacker Armarouge build.Taking physical hits boosts Speed 2 stages lets it outspeed fast attackers and pressure them with powerful special moves.
Aura Sphere and Wide Guard are also recommended
Protect instead, Aura Sphere or Wide Guard are also recommended. Aura Sphere hits Incineroar and Tyranitar super effectively, both of which resist Fire- and Psychic-type moves. Unlike Protect, Wide Guard also blocks spread moves aimed at allies.
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.
Indeedee with the Ability Psychic Surge
the ability Psychic Surge with サイコフィールド状態 pairs well with Indeedee, which can set it. While Psychic Terrain is active, Expanding Force becomes a powerful spread move.
Good Partners
Pokémon that resist both Fire- and Psychic-type moves
It struggles against Pokémon that resist both Fire- and Psychic-type moves. Dark types are especially dangerous because they also hit its weakness. Against their moves, use
Focus Sash or Endure to survive the hit, then counterattack with Aura Sphere or an ally's move.
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. |