Draft Armarouge

[overview]

**Draft Order**: Round 5 onwards

**Price Range**: 8-10 points

**Overview**: Armarouge can be a flexible sweeper and slow wallbreaker with an abundance of coverage options coupled by a strong Special Attack. Additionally, its mediocre Speed tier is easily overlooked with Weak Armor, which pairs well with a Weakness Policy and Stored Power to quickly turn the tide of battles. Unfortunately, it is difficult to maximize Armarouge's potential on most drafts due to its plethora of weaknesses as well as its reliance on proper support in order to set it up for boosted attacks. It is not usually the primary choice for Terastallization, but Armarouge's abilities can make it a viable candidate both defensively and offensively. Nonetheless, Armarouge can provide offensive pressure and play the crucial role as a late-game sweeper with its unique set of abilities and attacks.

[strategy comments]

Common Roles
========
**Setup Sweeper**: Both Weakness Policy with Endure and a Focus Sash with Calm Mind can enable Weak Armor Armarouge to boost multiple stats in a single turn before firing off Stored Power and Armor Cannon against its foes. This can also be useful in Psychic Terrain, as it benefits from the immediate boosted damage with Expanding Force as well as avoiding priority moves like Sucker Punch and Shadow Sneak.

**Wallbreaker**: A strong Special Attack stat coupled with a diverse movepool enables Armarouge to break through walls with a Choice Specs or Choice Scarf. This role appreciates Flash Fire boosts or the increase in Speed from Weak Armor. Although this requires Armarouge to become vulnerable to entry hazard damage, it can be quite effective for luring in and wearing down opposing walls.

Common Moves
========
**Primary STAB Moves**: Armor Cannon, Flamethrower, Mystical Fire, Overheat, Expanding Force, Psychic, Psyshock, Stored Power

**Setup Moves**: Calm Mind, Iron Defense, Flame Charge, Meteor Beam

**Utility Moves**: Clear Smog, Light Screen, Reflect, Substitute, Taunt, Trick, Will-O-Wisp

**Coverage**: Aura Sphere, Dark Pulse, Dragon Pulse, Energy Ball, Flash Cannon, Focus Blast, Scorching Sands, Shadow Ball

Niche Moves
========
**Endure**: Endure can be useful with Weak Armor and Weakness Policy, allowing Armarouge to survive a foe's attack that it otherwise could not and gain many stat boosts at once. This amplifies its offensive damage output through Stored Power. Additionally, Endure can be effective on non-Weakness Policy sets to trade an opposing KO with a quick Destiny Bond.

**Trick Room**: Armarouge's slow Speed and high Special Attack can prove to be effective when taking advantage of Trick Room. This also pairs well with Eject Pack, allowing it to fire off an Armor Cannon before pivoting out to other allies.

**Destiny Bond**: Destiny Bond can be quite useful for earning one final KO after Armarouge is heavily damaged. The increase in Speed after a Weak Armor boost enables Armarouge to outspeed unsuspecting revenge killers, so it tends to work best with Endure sets to ensure a Weak Armor boost.

Common Items
========
**Heavy-Duty Boots**: Heavy-Duty Boots enables Armarouge to switch into the field without taking significant damage from Stealth Rock and other entry hazards.

**Weakness Policy**: Even without Endure, Armarouge's natural defensive bulk enables it to withstand some super effective attacks to active Weakness Policy. For instance, a foe's Knock-Off simultaneously triggers its Weakness policy and Weak Armor boosts, allowing Armarouge to dominate offensively. This set works especially well with Stored Power, as Armarouge can easily gain multiple stat boosts in a single turn.

**Focus Sash**: Focus Sash enables Armarouge to survive any hit from full health, which can be beneficial for setting up or using a speedy Destiny Bond without Endure.

**Choice Specs**: Choice Specs grants Armarouge immediate offensive pressure to break down opposing special walls. This can also lure in foes that may attempt to take advantage of the more predictable Endure Armarouge set with the potential to give away its Choice Specs with Trick.

Niche Items
========
**Power Herb**: Power Herb allows Armarouge to boost its Special Attack while dishing out significant damage in the same turn with Meteor Beam.

**White Herb / Eject Pack**: Both the White Herb and Eject Pack can remedy the stat drops from Armor Cannon, with the latter adding an option to pivot Armarouge out of battle.

**Assault Vest**: Flash Fire Armarouge's defensive Tera options, such as Tera Grass and Steel, also appreciate the additional bulk provided by Assault Vest.

**Air Balloon**: Armarouge appreciates an Air Balloon as it increases the likelihood of foes activating its Weak Armor with their coverage attacks. Flash Fire sets can even counter niche defensive walls that may have a limited offensive movepool.

Tera
========
Although there are other candidates that can take better advantage of Terastallization, Armarouge can be a great choice for its price range. Armarouge's Flash Fire synergizes well with defensive options like Tera Grass, Bug, and Steel. Similarly, Tera Flying, Fighting, and Fairy are useful for activating Weak Armor while withstanding attacks that would KO it. Tera Psychic and Fire are predominantly used as Armarouge's offensive Tera choices, as they both can enhance the damage output from its STAB moves and facilitate wallbreaking.

Draft Strategy
========
Armarouge's effectiveness as a threatening setup sweeper is heavily reliant on the partners drafted alongside it, as it does not provide practical utility to a draft. As a late-game sweeper, it shines on teams that provide ample entry hazard removal and wallbreakers to wear down opposing threats before setting itself up. It is quite difficult to place Armarouge in a winning position, but it can easily close out a game once it achieves this state.

**Entry Hazard Removal**: Without proper removal, Armarouge sets that do not run Heavy-Duty Boots can be easily chipped down by entry hazards, effectively removing its primary role as a setup sweeper. Partners like as Terapagos, Quaquaval, and Iron Treads are ideal for this role.

**Bulky Pivots**: Armarouge appreciates an ally that can pivot it safely onto the field while reducing the stats of foes through Intimidate, status conditions, or Parting Shot. Allies that can do this particularly well include Zapdos, Landorus-T, and Rotom-W.

**Dual Screens**: Dual screens support enables Weak Armor Armarouge to withstand attacks with greater ease. Screen setters that can fill this role include Klefki, Deoxys-S, and Sandy Shocks to name a few.

**Psychic Terrain**: Armarouge appreciates the boosted damage from Expanding Force as its strongest Psychic-type STAB move. Thus, Indeedee is a great partner as a cheap offensive core.

Checks and Counters
========
**Entry Hazards**: Armarouge excels in its role as a setup sweeper, which means opting for other held items over Heavy-Duty Boots. As a result, it is incredibly vulnerable to entry hazards due to its weakness to Stealth Rocks and Toxic Spikes that easily threaten its ability as a setup sweeper.

**Fire- and Psychic-type Resistant Pokemon**: Without proper setup, Armarouge is easily threatened by foes that can resist or is immune to its Fire- and Psychic- type STAB attacks. Threats such as Chi-Yu, Primarina, Heatran, and Roaring Moon can easily shrug off its attacks while forcing a KO in return.

**Taunt / Encore**: Although Armarouge plays an exceptional role as a late game sweeper, it is very predictable and one-dimensional. Thus, it can easily be disrupted by Taunt and Encore from foes, forcing it to switch out or limiting its damage potential.

**Strong Special Attackers**: Armarouge's poor Special Defense makes it vulnerable to specially offensive foes. Additionally, without Weak Armor to boost its Speed, specially offensive attackers can easily counter most Armarouge sets without fearing the increased damage from Weakness Policy boosts.

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remove add comment
[overview]

**Draft Order**: Round 5 onwards

**Price Range**: 8-10 points

**Overview**: Armarouge is a flexible sweeper with an abundance of coverage options. Despite its below average Speed tier, Armarouge can support a variety of weather and terrain teams that can amplify its strong STAB options. Additionally, it can take advantage of Weak Armor to remedy its poor Speed. It is not usually the primary choice for Terastallization, but Armarouge's abilities can make it a viable candidate both defensively and for offense.
This overview generally reads kind of clunky. I wouldn't emphasize weather or terrain teams either (why would you ever pick Armarouge instead of Ceruledge on Sun? And Psychic Terrain teams aren't really a thing it's just if you have Indeedee or not.) Give it another look over.

[strategy comments]

Common Roles
========
**Setup Sweeper**: Both Weakness Policy with Endure or a Focus Sash with Calm Mind can enable Weak Armor Armarouge to boost multiple stats in a single turn before firing off Stored Power and Armor Cannon against its foes. This can also be useful in Psychic Terrain, as Armarouge benefits from the immediate boosted damage with Expanding Force as well as avoiding priority moves like Sucker Punch and Shadow Sneak.

**Offensive Utility**: Armarouge's bulk with Heavy-Duty Boots can allow it to slot other valuable utility options such as dual screens support, Trick Room, or Will-O-Wisp to support slow wallbreakers or other setup sweepers.
Is this true? I have a hard time seeing Armarouge ever running a set like this since it's weak to all hazards, has no recovery, and its defensive typing isn't great. If you strongly disagree then talk to me about it on Discord cause I can see where you're coming from, but I don't see this ever being used in practice.

Common Moves
========
**Primary STAB Moves**: Armor Cannon, Fire Blast, Flamethrower, Heat Wave, Lava Plume, Mystical Fire, Overheat, Expanding Force, Psychic, Psyshock, Stored Power

**Setup Moves**: Calm Mind, Iron Defense, Flame Charge, Meteor Beam

**Utility Moves**: Clear Smog, Light Screen, Reflect, Substitute, Taunt, Trick, Trick Room, Will-O-Wisp

**Coverage**: Aura Sphere, Dark Pulse, Dragon Pulse, Energy Ball, Flash Cannon, Focus Blast, Meteor Beam, Scorching Sands, Shadow Ball, Solar Beam

Niche Moves
========
**Meteor Beam**: Armarouge can use Meteor Beam while holding the Power Herb as a lure against threats like Gyarados and Moltres-Galar.
We don't put moves in niche that are already listed in common utility, and I don't think Meteor Beam is that niche on Armarouge

**Endure**: Endure can be useful with Weak Armor and Weakness Policy, allowing Armarouge to survive a foe's attack that it otherwise could not and gain many stat boosts at once. to force a KO with Destiny Bond or activate its pinch Berries.
Pinch berries aren't recommended in this analysis, but you can keep the Destiny Bond mention if you want. Just focus on how it amplifies Armarouge's offensive potential more.

**Trick Room**: description should mention offensive Trick Room sets


Common Items
========
**Heavy-Duty Boots**: Heavy-Duty Boots enable Armarouge to switch into the field without taking significant damage from Stealth Rock or other entry hazards.

**Weakness Policy**: Armarouge's decent defensive bulk can enable it to take damage from a foe's Knock-Off, triggering its Weakness policy and Weak Armor boosts. You can highlight Knock Off as a specific example of a common super effective hit it can survive, but don't only talk about Knock Off. Emphasize how its decent bulk synergizes well with Weakness Policy and Weak Armor and can then potentially snowball with all the offense boosts and sometimes Stored Power.

**Focus Sash**: Focus Sash enables Armarouge to survive any hit from full health, which can be beneficial for setting up or using a speedy Destiny Bond without Endure.

Niche Items
========
**Power Herb**: Power Herb allows Armarouge to boost its Special Attack while dishing out significant damage in the same turn with Meteor Beam.

**Choice Specs**: Although it is quite slow, Choice Specs Armarouge can emphasize on its wide coverage under Trick Room, Psychic Terrain, or in the sun. You don't care too much about its speed on a specs set since you're using it as a Wallbreaker, and Weak Armor can remedy that anyway. Don't emphasize terrain or sun here. Needs a rewritten 1-2 sentences.

**White Herb/Eject Pack**: Both the White Herb and Eject Pack can remedy the stat drops from Armor Cannon, with the latter adding an option to pivot Armarouge out of battle.

Could mention Assault Vest as an option. Seems decent on Flash Fire sets with a defensive Tera.

Tera
========
Although there are other candidates that can take better advantage of Terastallization, Armarouge has some viability as a candidate. Armarouge turns its Ground and Water weaknesses into a resistance with Tera Grass while keeping an immunity to Fire-types. Tera Steel is notable for its immunity to Toxic, but still leaves Armarouge vulnerable to Ground type attacks. Tera Psychic stands out for boosting an offensive Armarouge's strong STAB attacks, while Tera Fairy and Fighting can threaten opppsing Dark-type checks like Urshifu-Single, Roaring Moon, and Iron Jugulis. Similarly, Tera Flying, Water, and Ground have a niche usage for providing Tera Blast coverage.

Armarouge is probably a better Tera user than most mons in its price range, so the issue isn't really other candidates taking better advantage of Tera. The problem is Armarouge doesn't provide any utility to a draft so it's very hard to fit. This needs to be rewritten to make that more clear, and it could use a rewrite in general. Try to use sentences like "Armarouge can create unique defensive typings with Flash Fire with Tera types such as Grass, Bug, or Steel" to make it more condense, rather than listing each individual type one by one unless there's something specific about that type. Also, be sure to include a mention of Tera Fire alongside Tera Psychic to boost Armor Cannon.


Draft Strategy
========
Armarouge's effectiveness as a threatening setup sweeper is heavily reliant on the partners drafted alongside it, as Armarouge does not provide practical utility to a draft. Without proper sun or Psychic Terrain support, its firepower diminishes significantly. Despite its notable potential as a Tera Captain, it should not be the primary choice for Terastallization. Removing the bit about Terastallization here since that should go in the Tera section

**Weather or Terrain Setters**: Armarouge's STAB attacks greatly appreciate partners that can set up the sun or Psychic Terrain, such as Torkoal or Indeedee.
Don't mention Sun, but you can list Psychic Terrain at the bottom of this section. It is literally just Indeedee, though. You can say that if you have the spare points, you can grab Armarouge + Indeedee as a decently strong, cheap offensive core.

**Entry Hazard Removal**: Without proper removal, Armarouge sets that do not run Heavy-Duty Boots can be easily chipped down by entry hazards, effectively removing their primary role as a setup sweeper. Partners like as Terapagos, Noivern, and Iron Treads are ideal for this role.

**Bulky Pivots**: Armarouge appreciates an ally that can pivot after inflicting status or an Intimidate around foes that may otherwise threaten it with a KO. This helps it enable Weakness Policy and Weak Armor boosts as a late game sweeper. Allies that can do this particularly well include Grimmsnarl, Thundurus, Landorus-T, and Rotom-W.
You're correct that it benefits from bulky pivots, but the sequencing you're describing here seems too slow. It likes pivots to help it get on the field safely.

**Dual Screens**: Armarouge loves screens to help it set up easier, definitely deserves a mention.


Checks and Counters
========
**Dark-Types**: Without proper setup, Armarouge is easily threatened by Dark-types that are immune to its Psychic-type STAB or resist its Armor Cannon. Threats such as Chi-Yu, Ting-Lu, or Roaring Moon can easily shrug off its attacks while forcing a KO in return. However, Armarouge can slot Focus Blast or Aura Sphere to somewhat remedy this weakness.
Psychic isn't Armarouge's strongest STAB though. It's more realistic to change this to "Fire- and Psychic-type resists" since that's what you focus on with your examples. It's a limited pool of Pokemon, but there are a lot of relevant ones so I think it's fine. QC2 might disagree, but that's also fine.

**Bulky Water and Ground-Types**: Armarouge is quite weak to both of these typings, with Energy Ball as its only reliable answer. This does require Armarouge to utilize Terstallization in certain situations, as an unboosted Energy Ball may not be enough for specially defensive walls like Slowking, Empoleon, or Manaphy.
Boosted Psychic move or Energy Ball should be enough for these types of Pokemon. Armarouge runs Tera Grass very often anyway, so this isn't a real problem for it.

**Taunt or Encore**: Although Armarouge plays an exceptional role as a late game sweeper, it is very predictable and one-dimensional. Thus, can easily be disrupted by Taunt or Encore from foes, forcing it to switch out or limit its damage potential.

**Entry Hazards**: Armarouge excels in its role as a setup sweeper, which unfortunately means opting for other held items over Heavy-Duty Boots. As a result, it is incredibly vulnerable to entry hazards and requires consistent removal options from teammates.
Move this to the top of the section

**Strong Special Attackers**: generally an issue since its Sp. Def isn't that high and special attacks don't proc Weak Armor. Ceruledge analysis has something similar, but it's even more pronounced for Armarouge since it doesn't have high Sp. Def

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There are a lot of changes here, so ping me on Discord once you've implemented them and I'll take another look before giving QC1. Feel free to ask questions on any comments I left if you have them too
 
QC2
[overview]

**Draft Order**: Round 5 6 onwards

**Price Range**: 8-10 points

**Overview**: Armarouge can be a flexible sweeper or slow wallbreaker with an abundance of coverage options coupled by a strong Special Attack. Additionally, its mediocre Speed tier is easily overlooked with Weak Armor, which pairs well with a Weakness Policy and Stored Power to quickly turn the tide of battles. Unfortunately, it is difficult to maximize Armarouge's potential on most drafts due to its plethora of weaknesses, as well as requiring proper support in order to set it up for boosted attacks. It is not usually the primary choice for Terastallization, but Armarouge's abilities can make it a viable candidate both defensively and for offense. Nonetheless, Armarouge can provide offensive pressure or play the crucial role as an endgame sweeper with its unique set of abilities and attacks.

[strategy comments]

Common Roles
========
**Setup Sweeper**: Both Weakness Policy with Endure or a Focus Sash with Calm Mind can enable Weak Armor Armarouge to boost multiple stats in a single turn before firing off Stored Power and Armor Cannon against its foes. This can also be useful in Psychic Terrain, as Armarouge benefits from the immediate boosted damage with Expanding Force as well as avoiding priority moves like Sucker Punch and Shadow Sneak.

**Wallbreaker**: Write about the Wallbreaker role as Armarouge doesn't exclusively set up. Discuss how it is still fast enough to outpace walls and with a boosting item like specs or even a scarf it can just fire off strong attacks and weaken teams.

Common Moves
========
**Primary STAB Moves**: Armor Cannon, Flamethrower, Mystical Fire, Overheat, Lava Plume, Expanding Force, Psychic, Psyshock, Stored Power

**Setup Moves**: Calm Mind, Iron Defense, Flame Charge, Meteor Beam

**Utility Moves**: Clear Smog, Light Screen, Reflect, Substitute, Taunt, Trick, Will-O-Wisp

**Coverage**: Aura Sphere, Dark Pulse, Dragon Pulse, Energy Ball, Flash Cannon, Focus Blast, Scorching Sands, Shadow Ball

Niche Moves
========
**Endure**: Endure can be useful with Weak Armor and Weakness Policy, allowing Armarouge to survive a foe's attack that it otherwise could not and gain many stat boosts at once. This amplifies Armarouge's offensive damage output through Stored Power. Additionally, Endure can be effective on non-Weakness Policy sets to trade an opposing KO with a quick Destiny Bond.

**Trick Room**: Armarouge's slow Speed and high Special Attack can prove to be effective when taking advantage of Trick Room. This also pairs well with Eject Pack, allowing it to fire off an Armor Cannon before pivoting out to other allies.

**Destiny Bond**: You mention in Endure but include here how it is a good option to trade after weak armour.


Common Items
========
**Heavy-Duty Boots**: Heavy-Duty Boots enable Armarouge to switch into the field without taking significant damage from Stealth Rock or other entry hazards.

**Weakness Policy**: Even without Endure, Armarouge's natural defensive bulk enables it to withstand some super-effective attacks to active Weakness Policy. For instance, a foe's Knock-Off will simultaneously trigger its Weakness policy and Weak Armor boosts, allowing Armarouge to dominate offensively. This set works especially well with Stored Power, as Armarouge can easily gain multiple stat boosts in a single turn.

**Focus Sash**: Focus Sash enables Armarouge to survive any hit from full health, which can be beneficial for setting up or using a speedy Destiny Bond without Endure.

Niche Items
========
**Power Herb**: Power Herb allows Armarouge to boost its Special Attack while dishing out significant damage in the same turn with Meteor Beam.

**Choice Specs**: Choice Specs grants Armarouge with immediate offensive pressure to break down opposing special walls. This can also lure in foes that may attempt to take advantage of the more predictable Endure Armarouge set and hit them hard immediately or Trick them a harmful Choice Specs. Move to bottom of common.

**White Herb/Eject Pack**: Both the White Herb and Eject Pack can remedy the stat drops from Armor Cannon, with the latter adding an option to pivot Armarouge out of battle.

**Choice Scarf**: Discuss how this can be used to overcome its middling Speed and break/revenge foes.

**Air Balloon**: Discuss how this can be used to set up on or beat foes that hit it with Ground coverage and even often bait weak armour procs.

**Assault Vest**: Flash Fire Armarouge's defensive Tera options, such as Tera Grass or Steel, also appreciate the additional bulk provided by Assault Vest.



Tera
========
Although there are other candidates that can take better advantage of Terastallization, Armarouge can be a great choice for its price range. Armarouge's Flash Fire synergizes well with defensive options like Tera Grass, Bug, and Steel. Similarly, Tera Flying, Fighting, and Fairy are useful for activating Weak Armor while withstanding attacks that would KO Armarouge. Tera Psychic and Fire are predominantly used as Armarouge's offensive Tera choices, as they both can enhance the damage output from Stored Power and Armor Cannon respectively its STABS and facilitate wallbreaking.

Draft Strategy
========
Armarouge's effectiveness as a threatening setup sweeper is heavily reliant on the partners drafted alongside it, as Armarouge does not provide practical utility to a draft. As a late game sweeper, Armarouge shines on teams that provide ample hazard removal and wallbreakers to wear down opposing threats before setting itself up. It is quite difficult to place Armarouge in a winning position, but it can easily close out a game once it achieves this state.

**Entry Hazard Removal**: Without proper removal, Armarouge sets that do not run Heavy-Duty Boots can be easily chipped down by entry hazards, effectively removing their primary role as a setup sweeper. Partners like as Terapagos, Noivern, and Iron Treads are ideal for this role. Make Noivern something more reliable like Quaq or Tusk

**Bulky Pivots**: Armarouge appreciates an ally that can pivot it safely onto the field while reducing the stats of foes through Intimidate, status conditions, or Parting Shot. Allies that can do this particularly well include Grimmsnarl, Landorus-T, and Rotom-W. Use a more common pivot than Grimm like Zapdos

**Dual Screens**: Dual screens support enables Weak Armor Armarouge to withstand attacks with greater ease. Screen setters that can fill this role include Klefki, Deoxys-S, and Hatterene to name a few. Change Hatt to a more reliable faster setter such as Sandy Shocks or Rotom-W.

**Psychic Terrain**: Armarouge appreciates the boosted damage from Expanding Force as its strongest Psychic-type STAB. Thus, Indeedee is a great partner as a cheap offensive core.

Checks and Counters
========
**Entry Hazards**: Armarouge excels in its role as a setup sweeper, which unfortunately means opting for other held items over Heavy-Duty Boots. As a result, it is incredibly vulnerable to entry hazards with its Stealth Rock wekaness and vulnerability to Toxic Spikes as a set up threat. Armarouge requires consistent removal options from teammates.

**Fire- and Psychic-type Resistances**: Without proper setup, Armarouge is easily threatened by foes that can resist or is immune to its Fire- and Psychic- type STAB attacks. Threats such as Chi-Yu, Heatran, or Roaring Moon can easily shrug off its attacks while forcing a KO in return. However, Armarouge can slot coverage Focus Blast or Aura Sphere to somewhat remedy this weakness. Add some variety (not 3 fighting weaknesses) such as Primarina.

**Taunt or Encore**: Although Armarouge plays an exceptional role as a late game sweeper, it is very predictable and one-dimensional. Thus, can easily be disrupted by Taunt or Encore from foes, forcing it to switch out or limit its damage potential.

**Strong Special Attackers**: Unlike its counterpart, Armarouge's poor Special Defense makes it vulnerable to specially offensive foes. Additionally, without Weak Armor to boost its Speed, specially offensive attackers can easily counter most Armarouge sets without fearing the increased damage from Weakness Policy boosts.

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[/QUOTE]
 
Last edited:
1/1, GP Team done
add remove comment

[overview]

**Draft Order**: Round 5 onwards

**Price Range**: 8-10 points

**Overview**: Armarouge can be a flexible sweeper or and slow wallbreaker with an abundance of coverage options coupled by a strong Special Attack. Additionally, its mediocre Speed tier is easily overlooked with Weak Armor, which pairs well with a Weakness Policy and Stored Power to quickly turn the tide of battles. Unfortunately, it is difficult to maximize Armarouge's potential on most drafts due to its plethora of weaknesses, (RC) no comma when it's "as well as" - you put a comma before "as" when it means "because" though as well as requiring its reliance on proper support in order to set it up for boosted attacks. It is not usually the primary choice for Terastallization, but Armarouge's abilities can make it a viable candidate both defensively and for offense offensively. Nonetheless, Armarouge can provide offensive pressure or and play the crucial role as an endgame a late-game sweeper with its unique set of abilities and attacks.

[strategy comments]

Common Roles
========
**Setup Sweeper**: Both Weakness Policy with Endure or and a Focus Sash with Calm Mind can enable Weak Armor Armarouge to boost multiple stats in a single turn before firing off Stored Power and Armor Cannon against its foes. This can also be useful in Psychic Terrain, as Armarouge it benefits from the immediate boosted damage with Expanding Force as well as avoiding priority moves like Sucker Punch and Shadow Sneak.

**Wallbreaker**: A strong Special Attack stat coupled with a diverse movepool enables Armarouge to break through walls with a Choice Specs or Choice Scarf. This role appreciates Flash Fire boosts or the increase in Speed from Weak Armor. Although this requires Armarouge to become vulnerable to entry hazard damage, it can be quite effective for luring in and wearing down opposing walls.

Common Moves
========
**Primary STAB Moves**: Armor Cannon, Flamethrower, Mystical Fire, Overheat, Expanding Force, Psychic, Psyshock, Stored Power

**Setup Moves**: Calm Mind, Iron Defense, Flame Charge, Meteor Beam

**Utility Moves**: Clear Smog, Light Screen, Reflect, Substitute, Taunt, Trick, Will-O-Wisp

**Coverage**: Aura Sphere, Dark Pulse, Dragon Pulse, Energy Ball, Flash Cannon, Focus Blast, Scorching Sands, Shadow Ball

Niche Moves
========
**Endure**: Endure can be useful with Weak Armor and Weakness Policy, allowing Armarouge to survive a foe's attack that it otherwise could not and gain many stat boosts at once. This amplifies Armarouge's its offensive damage output through Stored Power. Additionally, Endure can be effective on non-Weakness Policy sets to trade an opposing KO with a quick Destiny Bond.

**Trick Room**: Armarouge's slow Speed and high Special Attack can prove to be effective when taking advantage of Trick Room. This also pairs well with Eject Pack, allowing it to fire off an Armor Cannon before pivoting out to other allies.

**Destiny Bond**: Destiny Bond can be quite useful for earning one final KO after Armarouge is heavily damaged. The increase in Speed after a Weak Armor boost enables Armarouge to outspeed unsuspecting revenge killers, but so it tends to work best with Endure sets to ensure a Weak Armor boost.

Common Items
========
**Heavy-Duty Boots**: Heavy-Duty Boots enable enables Armarouge to switch into the field without taking significant damage from Stealth Rock or and other entry hazards.

**Weakness Policy**: Even without Endure, Armarouge's natural defensive bulk enables it to withstand some super-effective super effective attacks to active Weakness Policy. For instance, a foe's Knock-Off will Knock Off simultaneously trigger triggers its Weakness policy and Weak Armor boosts, allowing Armarouge to dominate offensively. This set works especially well with Stored Power, as Armarouge can easily gain multiple stat boosts in a single turn.

**Focus Sash**: Focus Sash enables Armarouge to survive any hit from full health, which can be beneficial for setting up or using a speedy Destiny Bond without Endure.

**Choice Specs**: Choice Specs grants Armarouge with immediate offensive pressure to break down opposing special walls. This can also lure in foes that may attempt to take advantage of the more predictable Endure Armarouge set with the potential to Trick give away its Choice Specs with Trick.

Niche Items
========
**Power Herb**: Power Herb allows Armarouge to boost its Special Attack while dishing out significant damage in the same turn with Meteor Beam.

**White Herb / Eject Pack**: add spaces between / Both the White Herb and Eject Pack can remedy the stat drops from Armor Cannon, with the latter adding an option to pivot Armarouge out of battle.

**Assault Vest**: Flash Fire Armarouge's defensive Tera options, such as Tera Grass or and Steel, also appreciate the additional bulk provided by Assault Vest.

**Air Balloon**: Armarouge appreciates an Air Balloon as it increases the likelihood of foes activating its Weak Armor with their coverage attacks. Flash Fire sets can even counter niche defensive walls that may have a limited offensive movepool.

Tera
========
Although there are other candidates that can take better advantage of Terastallization, Armarouge can be a great choice for its price range. Armarouge's Flash Fire synergizes well with defensive options like Tera Grass, Bug, and Steel. Similarly, Tera Flying, Fighting, and Fairy are useful for activating Weak Armor while withstanding attacks that would KO Armarouge it. Tera Psychic and Fire are predominantly used as Armarouge's offensive Tera choices, as they both can enhance the damage output from its STABs STAB moves and facilitate wallbreaking. STAB is an adjective not a noun, so you make it STAB moves/attacks/options/etc

Draft Strategy
========
Armarouge's effectiveness as a threatening setup sweeper is heavily reliant on the partners drafted alongside it, as Armarouge it does not provide practical utility to a draft. As a late-game (AH) sweeper, Armarouge it shines on teams that provide ample entry hazard removal and wallbreakers to wear down opposing threats before setting itself up. It is quite difficult to place Armarouge in a winning position, but it can easily close out a game once it achieves this state.

**Entry Hazard Removal**: Without proper removal, Armarouge sets that do not run Heavy-Duty Boots can be easily chipped down by entry hazards, effectively removing their its primary role as a setup sweeper. Partners like as Terapagos, Quaquaval, and Iron Treads are ideal for this role.

**Bulky Pivots**: Armarouge appreciates an ally that can pivot it safely onto the field while reducing the stats of foes through Intimidate, status conditions, or Parting Shot. Allies that can do this particularly well include Zapdos, Landorus-T, and Rotom-W.

**Dual Screens**: Dual screens support enables Weak Armor Armarouge to withstand attacks with greater ease. Screen setters that can fill this role include Klefki, Deoxys-S, and Sandy Shocks to name a few.

**Psychic Terrain**: Armarouge appreciates the boosted damage from Expanding Force as its strongest Psychic-type STAB move. Thus, Indeedee is a great partner as a cheap offensive core.

Checks and Counters
========
**Entry Hazards**: Armarouge excels in its role as a setup sweeper, which unfortunately means opting for other held items over Heavy-Duty Boots. As a result, it is incredibly vulnerable to entry hazards due to its weakness to Stealth Rocks and Toxic Spikes that easily threaten its ability as a setup sweeper. Thus, Armarouge requires consistent removal options from teammates.

**Fire- and Psychic-type Resistances resistant Pokemon**: Without proper setup, Armarouge is easily threatened by foes that can resist or is immune to its Fire- and Psychic- type STAB attacks. Threats such as Chi-Yu, Primarina, Heatran, or and Roaring Moon can easily shrug off its attacks while forcing a KO in return. However, Armarouge can slot Focus Blast or Aura Sphere to somewhat remedy this weakness.

**Taunt or / Encore**: Although Armarouge plays an exceptional role as a late-game sweeper, it is very predictable and one-dimensional. Thus, it can easily be disrupted by Taunt or and Encore from foes, forcing it to switch out or limit limiting its damage potential.

**Strong Special Attackers**: Unlike its counterpart, Armarouge's poor Special Defense makes it vulnerable to specially offensive foes. Additionally, without Weak Armor to boost its Speed, specially offensive attackers can easily counter most Armarouge sets without fearing the increased damage from Weakness Policy boosts.

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Written by:
https://www.smogon.com/forums/members/phantomsnorlax.572939/
Quality checked by:
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https://www.smogon.com/forums/members/jscurf2.608304/
Grammar checked by:
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