OU Armarouge

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[SET]
move 1: Endure
move 2: Expanding Force
move 3: Armor Cannon
move 4: Calm Mind / Destiny Bond
item: Focus Sash
ability: Weak Armor
tera type: Psychic
evs: 252 SpA / 4 SpD / 252 Spe
ivs: 0 Atk
nature: Modest / Timid

[SET COMMENTS]
Armarouge carves a niche for itself with its powerful STAB moves and passable Speed alongside its unique setup and offensive utility. Endure allows Armarouge to survive any direct attack, and when combined with Weak Armor's speed boost, it can allow Armarouge to turn the tables on faster physical threats like Great Tusk, Dragapult, Baxcalibur, and Garchomp. Expanding Force is Armarouge's most powerful attack in Psychic Terrain and 2HKOed all neutral targets besides the uncommon Blissey. Moreover, with Spikes support or Tera Psychic, it can reliably OHKO the likes of Clodsire and Baxcalibur. Armor Cannon is Armarouge's strongest move outside of Psychic Terrain and complements Expanding Force well, OHKOing Steel-types like Gholdengo, Kingambit, and Corviknight and 2HKOing Hatterene. Calm Mind capitalizes on the switches it forces, allowing it to always OHKO Rotom-W and Volcarona with Expanding Force while often OHKOing Garganacl. Destiny Bond can instead force a trade against threats it cannot OHKO normally, such as Roaring Moon, Dragonite, and bulky threats like Ting-Lu and Dondozo. If Psychic Terrain is not active, Destiny Bond forces Sucker Punch users like Kingambit into a difficult situation, where they must either KO Armarouge next turn and faint or switch out and let Armarouge land a powerful attack for free. Tera Psychic powers up Expanding Force to ludicrous levels, allowing it to 2HKO specially defensive Skeledirge and OHKO Dondozo, physically defensive Garganacl, Clodsire, Garchomp, Volcarona, and Baxcalibur OHKOing Assault Vest Toxapex after a Calm Mind boost. Focus Sash gives Armarouge space to survive at least one hit from full HP, allowing it to set up a Calm Mind or hit attackers back, and it can punish a contact move without committing to Endure. A Modest nature gives Armarouge the best odds of OHKOing Clodsire, Rotom-W, Walking Wake, and Baxcalibur after chip damage from entry hazards, but a Timid nature helps Armarouge sweep late-game by outpacing Speed-boosting Walking Wake with Protosynthesis active, outpacing +1 Iron Moth, and tying with +1 Iron Valiant.

Armarouge is a staple on "Psychic spam" teams, which use Psychic Terrain and a litany of powerful setup sweepers to overwhelm opponents at a breakneck pace. Psychic Terrain blocks priority moves, including Kingambit's Sucker Punch and Dragonite's Extreme Speed, rendering Armarouge very difficult to revenge kill after a Weak Armor boost. Indeedee is a mandatory teammate to set Psychic Terrain, and it can wear down Dark-types with Dazzling Gleam. Furthermore, its Healing Wish can give a weakened Armarouge or one of its teammates a second chance to sweep. Polteageist is another common Psychic spam threat that can threaten the Dark-types Armarouge struggles against with a Fighting-type Tera Blast; in return, Armarouge can handle Steel-types, which Polteageist would otherwise be forced to Terastallize against. One of Armarouge or Polteageist can also wear down Ting-Lu, allowing the other to break past it and sweep late-game. Entry hazard control is extremely important, especially hazard removal, since Armarouge greatly prefers having Focus Sash active to sweep. Eject Pack Great Tusk provides excellent role compression for these teams, since it provides both Stealth Rock and Rapid Spin, and it can get Armarouge in safely by activating Eject Pack with Close Combat or Headlong Rush; notably, Armarouge can use Stealth Rock to more easily OHKO Rotom-W, Assault Vest Toxapex, and Clodsire without using up its team's Terastallization. Hatterene can deter opposing entry hazards with Magic Bounce while spreading paralysis with Nuzzle and weakening Dark-types with Dazzling Gleam; it can also use Eject Button to reliably pivot in Armarouge if Psychic Terrain is up. Magic Bounce also deters Taunt users, which can otherwise prevent Armarouge from setting up with Calm Mind and Endure, and Hatterene can also offer Healing Wish support. Lastly, many other setup sweepers can fit well on Psychic Terrain teams to open up a sweep for Armarouge, or to sweep once Armarouge punches holes for them. Volcarona and Dragon Dance Baxcalibur can weaken or eliminate Ting-Lu and Roaring Moon, which Armarouge struggles greatly against, while Armarouge can break past Clodsire and Unaware walls for Volcarona to sweep, and it can deal with Steel-types to assist Baxcalibur.


[CREDITS]
Written by:
https://www.smogon.com/forums/members/dreadfury.408271/
Quality checked by:
https://www.smogon.com/forums/members/3d.295768/
https://www.smogon.com/forums/members/setsusetsuna.548068/
Grammar checked by:
https://www.smogon.com/forums/members/adeleine.517429/
 
Last edited:
This one's ready for QC now; I expect I'll need to make quite a few changes, but I figured I'd get this one out of the way before drafting Polteageist's analysis.
 
As per the feedback 3d gave me in their AMQC for Polteageist (I'm working on both simultaneously, and both Armarouge and Polteageist fit on the same squads), I scrapped mention of Lead Toedscruel in favor of Eject Pack Great Tusk as a reliable hazard setter/Rapid Spinner that fits well on PsySpam.
 

3d

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qc 1/2

[SET]
move 1: Endure
move 2: Expanding Force
move 3: Armor Cannon
move 4: Calm Mind / Destiny Bond
item: Focus Sash
ability: Weak Armor
tera type: Psychic
evs: 252 SpA / 4 SpD / 252 Spe
ivs: 0 Atk
nature: Modest / Timid

[SET COMMENTS]
Armarouge carves a niche for itself by combining its excellent Special Attack and passable Speed with its powerful STAB moves, access to the unique combination of Endure and Weak Armor, and a choice between setting up to boost its damage output even further or forcing a trade against an opposing threat with Destiny Bond. Endure allows Armarouge to survive any direct attack, and when combined with Weak Armor it can allow Armarouge to turn the tables on faster physically offensive threats like Great Tusk, Dragapult, Baxcalibur, and Garchomp by increasing its speed and allowing it to outpace them should it be hit by a physical move. Expanding Force is Armarouge's most powerful attack under Psychic Terrain and at worst 2HKOs all neutral targets besides the uncommon Blissey. Moreover, with Spikes support or Tera Psychic it can reliably OHKO the likes of Clodsire and Baxcalibur. Armor Cannon is Armarouge's strongest move outside of Psychic Terrain and complements Expanding Force well by OHKOing opposing Steel-types like Gholdengo, Kingambit, and Corviknight and 2HKOing Hatterene. Calm Mind allows Armarouge to capitalize on switches it forces by allowing it to always OHKO Rotom-W and Volcarona with Expanding Force while giving it a good chance to OHKO Garganacl. and Tera Flying Roaring Moon with Expanding Force and Armor Cannon, respectively, after some chip damage. Realistically, how often is Roaring Moon the one Terastallizing vs a Psychic Terrain team. Maybe vs specific matchups but in doing so it will be chipped regardless so this mention of it is pretty irrelevant. Destiny Bond allows Armarouge to force a trade against a threat threats it cannot OHKO normally, such as Roaring Moon, Dragonite, and bulkier threats like Dondozo and Ting-Lu. Important to give examples so people know what they're realistically gonna be targeting with Destiny Bond. and if If Psychic Terrain is not active it can force forces Sucker Punch users like Kingambit and Meowscarada into a difficult situation where they have to either KO Armarouge the next turn and faint as a result or switch out and let Armarouge fire off a powerful attack for free. Tera Psychic powers up Armarouge's Expanding Force to ludicrous levels, allowing it to 2HKO specially defensive Skeledirge and OHKO Dondozo, physically defensive Garganacl while securing OHKOs against threats it would typically require minimal chip to KO like Clodsire, Garchomp, Volcarona and Baxcalibur. Worth noting that w/ tera psychic it gets much better odds to OHKO av pex (18.8% to 100%) and it OHKOs spdef Garganacl at +1 as well. Weak Armor is run to let Armarouge punish physical attacks by boosting its Speed, and alongside Endure it has excellent synergy against multi-hit attacks like Dragapult's Dragon Darts by allowing Armarouge to acquire multiple Speed boosts and outpace the entire tier. Focus Sash is run to allow Armarouge to survive at least one hit from full HP, allowing it to set up a Calm Mind or hit back in retaliation and punishing a physical move without committing to Endure. A Modest nature gives Armarouge the best odds of OHKOing Clodsire, Rotom-W, Walking Wake, and Baxcalibur after chip from entry hazards, but a Timid nature allows Armarouge to more easily sweep late-game by outpacing Speed-boosting Protosynthesis Walking Wake, which outpaces Modest Armarouge and OHKOs it with Hydro Steam without any risk of activating Weak Armor. Timid also outspeeds +1 Iron Moth, and speed ties with +1 Iron Valiant.

Armarouge is a staple on a playstyle referred to as "Psychic Spam," which is an offensive playstyle that utilizes Psychic Terrain to facilitate a litany of powerful setup sweepers that overwhelm opponents at a breakneck pace. Mention how psychic terrain blocks priority allowing this set to not have to fear priority at 1hp. Indeedee is a mandatory teammate as it is the only available Psychic Surge user and it can wear down Dark-types with Dazzling Gleam while disrupting opposing setup with Encore and possibly giving a weakened Armarouge or one of its teammates a second chance to sweep with Healing Wish. Polteageist is another common threat on Psychic Terrain teams, as it can reliably boost its Speed and damage output with Shell Smash, brute-force past Unaware walls like Skeledirge and Dondozo thanks to a Terrain-boosted Stored Power, and threaten the Dark-types Armarouge struggles against with a Fairy or Fighting-type Tera Blast; in return Armarouge can handle Steel-types that Polteageist would otherwise be forced to Terastallize against. Armarouge and polteageist can chip ting-lu for the other one to sweep later on in the game as well. Hazard control is extremely important for Psychic Terrain teams since Armarouge runs a Focus Sash and generally prefers to keep it intact until it is preparing to sweep. Eject Pack Great Tusk is an excellent means of role compression for these teams since it provides both Stealth Rock and Rapid Spin support, and can get Armarouge in safely by activating Eject Pack with Close Combat or Headlong Rush; in return, Armarouge can use the chip damage from Stealth Rock to more easily secure OHKOs against Rotom-W, Assault Vest Toxapex and Clodsire without using up its team's Terastallization. Hatterene can deter opposing entry hazards with Magic Bounce while spreading paralysis with Nuzzle and weakening Dark-types with Dazzling Gleam; it can also use Eject Button to reliably pivot in Armarouge if Psychic Terrain is up or Indeedee if Psychic Terrain is not up. Hatt also can healing wish armarouge back up, also I believe deterring taunt w/ magic bounce should be mentioned since it can facilitate CM / endure. Lastly, many other setup sweepers can fit well on Psychic Terrain teams to either open up a sweep from Armarouge or sweep once Armarouge punches holes in the opponent's team. Volcarona and Dragon Dance Baxcalibur can weaken or eliminate Ting-Lu and Roaring Moon, which Armarouge struggles greatly against, while Armarouge can break past Clodsire and Unaware walls to allow them to sweep. Dragon Dance Baxcalibur and Dragapult can use their multi-hit moves to bypass Focus Sashes and thus deal with opposing Psychic Terrain teams, though they obviously have to be cautious against opposing Armarouge; in return, Armarouge can break opposing Steel-types while threatening Iron Valiant.
 
add remove highlight comment

This is great, I mostly just cut some stuff so its more digestible and to the point.
QC 2/2 after implemented, thanks

[SET]
move 1: Endure
move 2: Expanding Force
move 3: Armor Cannon
move 4: Calm Mind / Destiny Bond
item: Focus Sash
ability: Weak Armor
tera type: Psychic
evs: 252 SpA / 4 SpD / 252 Spe
ivs: 0 Atk
nature: Modest / Timid

[SET COMMENTS]
Armarouge carves a niche for itself by combining its excellent Special Attack and passable Speed with its powerful STAB moves, access to the unique combination of Endure and Weak Armor, and a choice between setting up to boost its damage output even further or forcing a trade against an opposing threat with Destiny Bond. Endure allows Armarouge to survive any direct attack, and when combined with Weak Armor it can allow Armarouge to turn the tables on faster physically offensive threats like Great Tusk, Dragapult, Baxcalibur, and Garchomp by increasing its speed and allowing it to outpace them should it be hit by a physical move. Expanding Force is Armarouge's most powerful attack under Psychic Terrain and at worst 2HKOs all neutral targets besides the uncommon Blissey. Moreover, with Spikes support or Tera Psychic it can reliably OHKO the likes of Clodsire and Baxcalibur. Armor Cannon is Armarouge's strongest move outside of Psychic Terrain and complements Expanding Force well by OHKOing opposing Steel-types like Gholdengo, Kingambit, and Corviknight and 2HKOing Hatterene. Calm Mind allows Armarouge to capitalize on switches it forces by allowing it to always OHKO Rotom-W and Volcarona with Expanding Force while giving it a good chance to OHKO Garganacl. Destiny Bond allows Armarouge to force a trade against threats cannot OHKO normally such as Roaring Moon, Dragonite, and bulky threats like Ting-Lu and Dondozo. If Psychic Terrain is not active, Destiny Bond forces Sucker Punch users like Kingambit and Meowscarada into a difficult situation where they have to either KO Armarouge the next turn and faint as a result or switch out and let Armarouge fire off a powerful attack for free. Tera Psychic powers up Armarouge's Expanding Force to ludicrous levels, allowing it to 2HKO specially defensive Skeledirge and OHKO Dondozo, physically defensive Garganacl, Clodsire, Garchomp, Volcarona, and Baxcalibur while securing an OHKO against Assault Vest Toxapex after a Calm Mind boost. Weak Armor is run to let Armarouge punish physical attacks by boosting its Speed, and alongside Endure it has excellent synergy against multi-hit attacks like Dragapult's Dragon Darts by allowing Armarouge to acquire multiple Speed boosts and outpace the entire tier. (This is already pretty well explained above in the Endure part) Focus Sash is run to allow Armarouge to survive at least one hit from full HP, allowing it to set up a Calm Mind or hit back in retaliation and punishing a physical move without committing to Endure. A Modest nature gives Armarouge the best odds of OHKOing Clodsire, Rotom-W, Walking Wake, and Baxcalibur after chip from entry hazards, but a Timid nature allows Armarouge to more easily sweep late-game by outpacing Speed-boosting Protosynthesis Walking Wake, which outpaces Modest Armarouge and OHKOs it with Hydro Steam without any risk of activating Weak Armor, while outpacing (No need to go more in depth) +1 Iron Moth and tying with +1 Iron Valiant.

Might be worth to mention Focus Blast as it allows you to hit Roaring Moon.

Armarouge is a staple on a playstyle referred to as "Psychic Spam," which is an offensive playstyle that utilizes Psychic Terrain to facilitate a litany of powerful setup sweepers that overwhelm opponents at a breakneck pace. Psychic Terrain blocks priority moves, which keeps Armarouge safe from revenge killing attempts even when brought down to 1 HP from Endure or its Focus Sash (Might be worth to change this to instead mention example of priority moves such as Kingambit´s Sucker Punch or Dragonite´s Extreme Speed). Indeedee is a mandatory teammate as it is the only available Psychic Surge user and it can wear down Dark-types with Dazzling Gleam while disrupting opposing setup with Encore (This is just part of what Indeedee does, not what Indeedee does for Armarouge) and possibly giving a weakened Armarouge or one of its teammates a second chance to sweep with Healing Wish. Polteageist is another common threat on Psychic Terrain teams, as it can reliably boost its Speed and damage output with Shell Smash, brute-force past Unaware walls like Skeledirge and Dondozo thanks to a Terrain-boosted Stored Power, and threaten the Dark-types Armarouge struggles against with a Fairy or Fighting-type Tera Blast (This also reads more like what Poltea does in general. Only need to focus on it being able to weaken the Dark-types); in return Armarouge can handle Steel-types that Polteageist would otherwise be forced to Terastallize against. One of Armarouge and Polteageist can also wear down Ting-Lu, allowing the other to break past it and sweep late-game. Hazard control is extremely important for Psychic Terrain teams since Armarouge runs a Focus Sash and generally prefers to keep it intact until it is preparing to sweep. Eject Pack Great Tusk is an excellent means of role compression for these teams since it provides both Stealth Rock and Rapid Spin support, and can get Armarouge in safely by activating Eject Pack with Close Combat or Headlong Rush; in return, Armarouge can use the chip damage from Stealth Rock to more easily secure OHKOs against Rotom-W, Assault Vest Toxapex, and Clodsire without using up its team's Terastallization. Hatterene can deter opposing entry hazards with Magic Bounce while spreading paralysis with Nuzzle and weakening Dark-types with Dazzling Gleam; it can also use Eject Button to reliably pivot in Armarouge if Psychic Terrain is up or Indeedee if Psychic Terrain is not up (Also a bit extra imo). Hatterene's Magic Bounce also deters opposing Taunt users, which can otherwise prevent Armarouge from setting up with Calm Mind and Endure, and can offer Healing Wish support to give Armarouge a second chance to sweep. Lastly, many (No need to oversell) other setup sweepers can fit well on Psychic Terrain teams to either open up a sweep from Armarouge or sweep once Armarouge punches holes in the opponent's team. Volcarona and Dragon Dance Baxcalibur can weaken or eliminate Ting-Lu and Roaring Moon, which Armarouge struggles greatly against, while Armarouge can break past Clodsire and Unaware walls to allow them to sweep. Dragon Dance Baxcalibur and Dragapult can use their multi-hit moves to bypass Focus Sashes and thus deal with opposing Psychic Terrain teams, though they obviously have to be cautious against opposing Armarouge; in return, Armarouge can break opposing Steel-types while threatening Iron Valiant. (I would rather cut this part as it seems a bit too much. Dragapult isnt a particularly common Pokemon in these structures. Maybe add the Steel-types Baxcalibur might struggle against in the line before?)


[CREDITS]
- Written by: [[Dreadfury, 408271]]
- Quality checked by: [[3d, 295768]], [[username2, userid2]]
- Grammar checked by: [[username1, userid1]]
 
Last edited:
add remove highlight comment

This is great, I mostly just cut some stuff so its more digestible and to the point.
QC 2/2 after implemented, thanks

[SET]
move 1: Endure
move 2: Expanding Force
move 3: Armor Cannon
move 4: Calm Mind / Destiny Bond
item: Focus Sash
ability: Weak Armor
tera type: Psychic
evs: 252 SpA / 4 SpD / 252 Spe
ivs: 0 Atk
nature: Modest / Timid

[SET COMMENTS]
Armarouge carves a niche for itself by combining its excellent Special Attack and passable Speed with its powerful STAB moves, access to the unique combination of Endure and Weak Armor, and a choice between setting up to boost its damage output even further or forcing a trade against an opposing threat with Destiny Bond. Endure allows Armarouge to survive any direct attack, and when combined with Weak Armor it can allow Armarouge to turn the tables on faster physically offensive threats like Great Tusk, Dragapult, Baxcalibur, and Garchomp by increasing its speed and allowing it to outpace them should it be hit by a physical move. Expanding Force is Armarouge's most powerful attack under Psychic Terrain and at worst 2HKOs all neutral targets besides the uncommon Blissey. Moreover, with Spikes support or Tera Psychic it can reliably OHKO the likes of Clodsire and Baxcalibur. Armor Cannon is Armarouge's strongest move outside of Psychic Terrain and complements Expanding Force well by OHKOing opposing Steel-types like Gholdengo, Kingambit, and Corviknight and 2HKOing Hatterene. Calm Mind allows Armarouge to capitalize on switches it forces by allowing it to always OHKO Rotom-W and Volcarona with Expanding Force while giving it a good chance to OHKO Garganacl. Destiny Bond allows Armarouge to force a trade against threats cannot OHKO normally such as Roaring Moon, Dragonite, and bulky threats like Ting-Lu and Dondozo. If Psychic Terrain is not active, Destiny Bond forces Sucker Punch users like Kingambit and Meowscarada into a difficult situation where they have to either KO Armarouge the next turn and faint as a result or switch out and let Armarouge fire off a powerful attack for free. Tera Psychic powers up Armarouge's Expanding Force to ludicrous levels, allowing it to 2HKO specially defensive Skeledirge and OHKO Dondozo, physically defensive Garganacl, Clodsire, Garchomp, Volcarona, and Baxcalibur while securing an OHKO against Assault Vest Toxapex after a Calm Mind boost. Weak Armor is run to let Armarouge punish physical attacks by boosting its Speed, and alongside Endure it has excellent synergy against multi-hit attacks like Dragapult's Dragon Darts by allowing Armarouge to acquire multiple Speed boosts and outpace the entire tier. (This is already pretty well explained above in the Endure part) Focus Sash is run to allow Armarouge to survive at least one hit from full HP, allowing it to set up a Calm Mind or hit back in retaliation and punishing a physical move without committing to Endure. A Modest nature gives Armarouge the best odds of OHKOing Clodsire, Rotom-W, Walking Wake, and Baxcalibur after chip from entry hazards, but a Timid nature allows Armarouge to more easily sweep late-game by outpacing Speed-boosting Protosynthesis Walking Wake, which outpaces Modest Armarouge and OHKOs it with Hydro Steam without any risk of activating Weak Armor, while outpacing (No need to go more in depth) +1 Iron Moth and tying with +1 Iron Valiant.

Might be worth to mention Focus Blast as it allows you to hit Roaring Moon.

Armarouge is a staple on a playstyle referred to as "Psychic Spam," which is an offensive playstyle that utilizes Psychic Terrain to facilitate a litany of powerful setup sweepers that overwhelm opponents at a breakneck pace. Psychic Terrain blocks priority moves, which keeps Armarouge safe from revenge killing attempts even when brought down to 1 HP from Endure or its Focus Sash (Might be worth to change this to instead mention example of priority moves such as Kingambit´s Sucker Punch or Dragonite´s Extreme Speed). Indeedee is a mandatory teammate as it is the only available Psychic Surge user and it can wear down Dark-types with Dazzling Gleam while disrupting opposing setup with Encore (This is just part of what Indeedee does, not what Indeedee does for Armarouge) and possibly giving a weakened Armarouge or one of its teammates a second chance to sweep with Healing Wish. Polteageist is another common threat on Psychic Terrain teams, as it can reliably boost its Speed and damage output with Shell Smash, brute-force past Unaware walls like Skeledirge and Dondozo thanks to a Terrain-boosted Stored Power, and threaten the Dark-types Armarouge struggles against with a Fairy or Fighting-type Tera Blast (This also reads more like what Poltea does in general. Only need to focus on it being able to weaken the Dark-types); in return Armarouge can handle Steel-types that Polteageist would otherwise be forced to Terastallize against. One of Armarouge and Polteageist can also wear down Ting-Lu, allowing the other to break past it and sweep late-game. Hazard control is extremely important for Psychic Terrain teams since Armarouge runs a Focus Sash and generally prefers to keep it intact until it is preparing to sweep. Eject Pack Great Tusk is an excellent means of role compression for these teams since it provides both Stealth Rock and Rapid Spin support, and can get Armarouge in safely by activating Eject Pack with Close Combat or Headlong Rush; in return, Armarouge can use the chip damage from Stealth Rock to more easily secure OHKOs against Rotom-W, Assault Vest Toxapex, and Clodsire without using up its team's Terastallization. Hatterene can deter opposing entry hazards with Magic Bounce while spreading paralysis with Nuzzle and weakening Dark-types with Dazzling Gleam; it can also use Eject Button to reliably pivot in Armarouge if Psychic Terrain is up or Indeedee if Psychic Terrain is not up (Also a bit extra imo). Hatterene's Magic Bounce also deters opposing Taunt users, which can otherwise prevent Armarouge from setting up with Calm Mind and Endure, and can offer Healing Wish support to give Armarouge a second chance to sweep. Lastly, many (No need to oversell) other setup sweepers can fit well on Psychic Terrain teams to either open up a sweep from Armarouge or sweep once Armarouge punches holes in the opponent's team. Volcarona and Dragon Dance Baxcalibur can weaken or eliminate Ting-Lu and Roaring Moon, which Armarouge struggles greatly against, while Armarouge can break past Clodsire and Unaware walls to allow them to sweep. Dragon Dance Baxcalibur and Dragapult can use their multi-hit moves to bypass Focus Sashes and thus deal with opposing Psychic Terrain teams, though they obviously have to be cautious against opposing Armarouge; in return, Armarouge can break opposing Steel-types while threatening Iron Valiant. (I would rather cut this part as it seems a bit too much. Dragapult isnt a particularly common Pokemon in these structures. Maybe add the Steel-types Baxcalibur might struggle against in the line before?)


[CREDITS]
- Written by: [[Dreadfury, 408271]]
- Quality checked by: [[3d, 295768]], [[username2, userid2]]
- Grammar checked by: [[username1, userid1]]
All implemented! Ready for GP now GP Team.
 

Adeleine

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[SET]
move 1: Endure
move 2: Expanding Force
move 3: Armor Cannon
move 4: Calm Mind / Destiny Bond
item: Focus Sash
ability: Weak Armor
tera type: Psychic
evs: 252 SpA / 4 SpD / 252 Spe
ivs: 0 Atk
nature: Modest / Timid

[SET COMMENTS]
Armarouge carves a niche for itself by combining its excellent Special Attack and passable Speed with its powerful STAB moves, access to the unique combination of Endure and Weak Armor, and a choice between setting up to boost its damage output even further or forcing a trade against an opposing threat with Destiny Bond. powerful STAB moves and passable Speed with its unique setup and offensive utility. Endure allows Armarouge to survive any direct attack, even if Focus Sash is consumed or Armarouge is chipped, and when combined with Weak Armor it can allow Armarouge to Armor's Speed boost, it can turn the tables on faster physically offensive threats like Great Tusk, Dragapult, Baxcalibur, and Garchomp by increasing its speed and allowing it to outpace them should it be hit by a physical move. Expanding Force is Armarouge's most powerful attack under in Psychic Terrain and at worst 2HKOs 2HKOes all neutral targets besides the uncommon Blissey. Moreover, with Spikes support or Tera Psychic, (AC) it can reliably OHKO the likes of Clodsire and Baxcalibur. Armor Cannon is Armarouge's strongest move outside of Psychic Terrain and complements Expanding Force well, (AC) by OHKOing opposing Steel-types like Gholdengo, Kingambit, and Corviknight and 2HKOing Hatterene. Calm Mind allows Armarouge to capitalize on switches it forces by capitalizes on the switches Armarouge forces, allowing it to always OHKO Rotom-W and Volcarona with Expanding Force while giving it a good chance to OHKO often OHKOing ("often" changeable if desired) Garganacl. Destiny Bond allows Armarouge to can instead force a trade against threats it cannot OHKO normally, (AC) such as Roaring Moon, Dragonite, and bulky threats like Ting-Lu and Dondozo. If Psychic Terrain is not active, Destiny Bond forces Sucker Punch users like Kingambit into a difficult situation, (AC) where they have to must either KO Armarouge the next turn and faint as a result or switch out and let Armarouge fire off land a powerful attack for free. Tera Psychic powers up Armarouge's Expanding Force to ludicrous levels, allowing it to 2HKO specially defensive Skeledirge and OHKO Dondozo, physically defensive Garganacl, Clodsire, Garchomp, Volcarona, and Baxcalibur while securing an OHKO against OHKOing Assault Vest Toxapex after a Calm Mind boost. Focus Sash is run to allow Armarouge to survive at least one hit from full HP, allowing it gives Armarouge space to set up a Calm Mind or hit back in retaliation and potentially hit attackers back, and it can punish a physical contact move without committing to Endure. A Modest nature gives Armarouge the best odds of OHKOing Clodsire, Rotom-W, Walking Wake, and Baxcalibur after chip damage from entry hazards, but a Timid nature allows Armarouge to more easily helps Armarouge sweep late-game by outpacing Speed-boosting Protosynthesis Walking Wake with Protosynthesis active, (AC) while outpacing +1 Iron Moth, (AC) and tying with +1 Iron Valiant.

Armarouge is a staple on a playstyle referred to as "Psychic Spam," which is an offensive playstyle that utilizes Psychic Terrain to facilitate a litany of powerful setup sweepers that "Psychic spam" teams, which use Psychic Terrain and a litany of powerful setup sweepers to overwhelm opponents at a breakneck pace. Psychic Terrain blocks priority moves, including Kingambit's Sucker Punch and Dragonite's Extreme Speed, rendering Armarouge very difficult to revenge kill if it acquires after a Weak Armor boost. Indeedee is a mandatory teammate as it is the only available Psychic Surge user to set Psychic Terrain, and it can wear down Dark-types with Dazzling Gleam and possibly giving Gleam. Further, its Healing Wish can give a weakened Armarouge or one of its teammates a second chance to sweep with Healing Wish. Polteageist is another common threat on Psychic Terrain teams that Psychic spam threat, and it can threaten the Dark-types Armarouge struggles against with a Fairy- (added hyphen) or Fighting-type Tera Blast; in return, (AC) Armarouge can handle Steel-types that Steel-types, which Polteageist would otherwise be forced to Terastallize against. One of Armarouge and or Polteageist can also wear down Ting-Lu, allowing the other to break past it and sweep late-game. Entry hazard control is extremely important for Psychic Terrain teams important, especially hazard removal, since Armarouge runs a Focus Sash and generally prefers to keep it intact until it is preparing greatly prefers having Focus Sash active to sweep. Eject Pack Great Tusk is an excellent means of provides excellent role compression for these teams, (AC) since it provides both Stealth Rock and Rapid Spin support, and it can get Armarouge in safely by activating Eject Pack with Close Combat or Headlong Rush; in return, notably, Armarouge can use the chip damage from Stealth Rock to more easily secure OHKOs against OHKO Rotom-W, Assault Vest Toxapex, and Clodsire without using up its team's Terastallization. Hatterene can deter opposing entry hazards with Magic Bounce while spreading paralysis with Nuzzle and weakening Dark-types with Dazzling Gleam; it can also use Eject Button to reliably pivot in Armarouge if Psychic Terrain is up. Hatterene's Magic Bounce also deters opposing Taunt users, which can otherwise Taunt, which can prevent Armarouge from setting up with Calm Mind and Endure, and Hatterene can also offer Healing Wish support to give Armarouge a second chance to sweep. Lastly, many other setup sweepers can fit well on Psychic Terrain teams to either open up a sweep from Armarouge or sweep once Armarouge punches holes in the opponent's team. for Armarouge, or to sweep once Armarouge punches holes for them. Volcarona and Dragon Dance Baxcalibur can weaken or eliminate Ting-Lu and Roaring Moon, which Armarouge struggles greatly against, while Armarouge can break past Clodsire and Unaware walls to allow for Volcarona to sweep while dealing sweep, and it can deal with Steel-types to assist Baxcalibur.

(pls change credits to new format, like on your polteageist analysis, and add me in)
[CREDITS]
- Written by: [[Dreadfury, 408271]]
- Quality checked by: [[3d, 295768]], [[SetsuSetsuna, 548068]]
- Grammar checked by: [[username1, userid1]]
Adeleine-1.gif
GP Team done
 
Add/Fix Remove Comment
(AC): Add Comma
[SET]
move 1: Endure
move 2: Expanding Force
move 3: Armor Cannon
move 4: Calm Mind / Destiny Bond
item: Focus Sash
ability: Weak Armor
tera type: Psychic
evs: 252 SpA / 4 SpD / 252 Spe
ivs: 0 Atk
nature: Modest / Timid

[SET COMMENTS]
Armarouge carves a niche for itself by combining its excellent Special Attack and passable Speed with its powerful STAB moves, access to the unique combination of Endure and Weak Armor, and a choice between setting up to boost its damage output even further or forcing a trade against an opposing threat with Destiny Bond. powerful STAB moves and passable Speed with its unique setup and offensive utility. Endure allows Armarouge to survive any direct attack, even if Focus Sash is consumed or Armarouge is chipped, and when combined with Weak Armor it can allow Armarouge to Armor's Speed boost, it can turn the tables on faster physically offensive threats like Great Tusk, Dragapult, Baxcalibur, and Garchomp by increasing its speed and allowing it to outpace them should it be hit by a physical move. Expanding Force is Armarouge's most powerful attack under in Psychic Terrain and at worst 2HKOs 2HKOes all neutral targets besides the uncommon Blissey. Moreover, with Spikes support or Tera Psychic, (AC) it can reliably OHKO the likes of Clodsire and Baxcalibur. Armor Cannon is Armarouge's strongest move outside of Psychic Terrain and complements Expanding Force well, (AC) by OHKOing opposing Steel-types like Gholdengo, Kingambit, and Corviknight and 2HKOing Hatterene. Calm Mind allows Armarouge to capitalize on switches it forces by capitalizes on the switches Armarouge forces, allowing it to always OHKO Rotom-W and Volcarona with Expanding Force while giving it a good chance to OHKO often OHKOing ("often" changeable if desired) Garganacl. Destiny Bond allows Armarouge to can instead force a trade against threats it cannot OHKO normally, (AC) such as Roaring Moon, Dragonite, and bulky threats like Ting-Lu and Dondozo. If Psychic Terrain is not active, Destiny Bond forces Sucker Punch users like Kingambit into a difficult situation, (AC) where they have to must either KO Armarouge the next turn and faint as a result or switch out and let Armarouge fire off land a powerful attack for free. Tera Psychic powers up Armarouge's Expanding Force to ludicrous levels, allowing it to 2HKO specially defensive Skeledirge and OHKO Dondozo, physically defensive Garganacl, Clodsire, Garchomp, Volcarona, and Baxcalibur while securing an OHKO against OHKOing Assault Vest Toxapex after a Calm Mind boost. Focus Sash is run to allow Armarouge to survive at least one hit from full HP, allowing it gives Armarouge space to set up a Calm Mind or hit back in retaliation and potentially hit attackers back, and it can punish a physical contact move without committing to Endure. A Modest nature gives Armarouge the best odds of OHKOing Clodsire, Rotom-W, Walking Wake, and Baxcalibur after chip damage from entry hazards, but a Timid nature allows Armarouge to more easily helps Armarouge sweep late-game by outpacing Speed-boosting Protosynthesis Walking Wake with Protosynthesis active, (AC) while outpacing +1 Iron Moth, (AC) and tying with +1 Iron Valiant.

Armarouge is a staple on a playstyle referred to as "Psychic Spam," which is an offensive playstyle that utilizes Psychic Terrain to facilitate a litany of powerful setup sweepers that "Psychic spam" teams, which use Psychic Terrain and a litany of powerful setup sweepers to overwhelm opponents at a breakneck pace. Psychic Terrain blocks priority moves, including Kingambit's Sucker Punch and Dragonite's Extreme Speed, rendering Armarouge very difficult to revenge kill if it acquires after a Weak Armor boost. Indeedee is a mandatory teammate as it is the only available Psychic Surge user to set Psychic Terrain, and it can wear down Dark-types with Dazzling Gleam and possibly giving Gleam. Further, its Healing Wish can give a weakened Armarouge or one of its teammates a second chance to sweep with Healing Wish. Polteageist is another common threat on Psychic Terrain teams that Psychic spam threat, and it can threaten the Dark-types Armarouge struggles against with a Fairy- (added hyphen) or Fighting-type Tera Blast; in return, (AC) Armarouge can handle Steel-types that Steel-types, which Polteageist would otherwise be forced to Terastallize against. One of Armarouge and or Polteageist can also wear down Ting-Lu, allowing the other to break past it and sweep late-game. Entry hazard control is extremely important for Psychic Terrain teams important, especially hazard removal, since Armarouge runs a Focus Sash and generally prefers to keep it intact until it is preparing greatly prefers having Focus Sash active to sweep. Eject Pack Great Tusk is an excellent means of provides excellent role compression for these teams, (AC) since it provides both Stealth Rock and Rapid Spin support, and it can get Armarouge in safely by activating Eject Pack with Close Combat or Headlong Rush; in return, notably, Armarouge can use the chip damage from Stealth Rock to more easily secure OHKOs against OHKO Rotom-W, Assault Vest Toxapex, and Clodsire without using up its team's Terastallization. Hatterene can deter opposing entry hazards with Magic Bounce while spreading paralysis with Nuzzle and weakening Dark-types with Dazzling Gleam; it can also use Eject Button to reliably pivot in Armarouge if Psychic Terrain is up. Hatterene's Magic Bounce also deters opposing Taunt users, which can otherwise Taunt, which can prevent Armarouge from setting up with Calm Mind and Endure, and Hatterene can also offer Healing Wish support to give Armarouge a second chance to sweep. Lastly, many other setup sweepers can fit well on Psychic Terrain teams to either open up a sweep from Armarouge or sweep once Armarouge punches holes in the opponent's team. for Armarouge, or to sweep once Armarouge punches holes for them. Volcarona and Dragon Dance Baxcalibur can weaken or eliminate Ting-Lu and Roaring Moon, which Armarouge struggles greatly against, while Armarouge can break past Clodsire and Unaware walls to allow for Volcarona to sweep while dealing sweep, and it can deal with Steel-types to assist Baxcalibur.

(pls change credits to new format, like on your polteageist analysis, and add me in)
[CREDITS]
- Written by: [[Dreadfury, 408271]]
- Quality checked by: [[3d, 295768]], [[SetsuSetsuna, 548068]]
- Grammar checked by: [[username1, userid1]]
View attachment 510730GP Team done
All implemented. Armarouge is now complete! Thank you, everyone!
 
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