[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/
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: