Armarouge
Rank #81![]()
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HP
160
Atk
80
Def
120
SpA
145
SpD
100
Spe
95
Total700
Usage Format
Armarouge Abilities
Armarouge Type Effectiveness
Weak to
Resistant to
Immune to
—
Damaged normally by
Armarouge Moves
| Usage | Move | Type | Category | Power | Acc | PP | Prio | Description |
|---|
| 63.7% | Armor Cannon | 120 | 100 | 8 | 0 | Lowers the user’s Defense and Sp. Def stats by 1 stage. | ||
| 50% | Wide Guard | — | ∞ | 12 | +3 | During the turn this move is used, the user protects its side from moves that target all allies. | ||
| 47.1% | Psychic | 90 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| 43.7% | Trick Room | — | ∞ | 8 | -7 | Gives the entire field the Trick Room status for 5 turns. | ||
| 39.3% | Protect | — | ∞ | 8 | +4 | 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. | ||
| 34.6% | Expanding Force | 80 | 100 | 12 | 0 | 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. | ||
| 32.1% | Heat Wave | 95 | 90 | 12 | 0 | Has a 10% chance of burning targets. | ||
| 20.4% | Aura Sphere | 80 | ∞ | 20 | 0 | This move never misses. | ||
| 11.3% | Ally Switch | — | ∞ | 16 | +2 | 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. | ||
| 7.2% | Energy Ball | 90 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Disable | — | 100 | 20 | 0 | Gives the target the Move Disabled status for 4 turns. | ||
| — | Flamethrower | 90 | 100 | 16 | 0 | Has a 10% chance of burning the target. | ||
| — | Hyper Beam | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Solar Beam | 120 | 100 | 12 | 0 | 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. | ||
| — | Fire Spin | 35 | 85 | 16 | 0 | Gives the target the Bound status. | ||
| — | Night Shade | — | 100 | 16 | 0 | Deals 50 HP of damage. | ||
| — | Confuse Ray | — | 100 | 12 | 0 | Confuses the target. | ||
| — | Light Screen | — | ∞ | 20 | 0 | Gives the user’s side the Light Screen status for 5 turns. | ||
| — | Reflect | — | ∞ | 20 | 0 | Gives the user’s side the Reflect status for 5 turns. | ||
| — | Fire Blast | 110 | 85 | 8 | 0 | Has a 10% chance of burning the target. | ||
| — | Rest | — | ∞ | 8 | 0 | 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. | ||
| — | Substitute | — | ∞ | 12 | 0 | 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. | ||
| — | Spite | — | 100 | 12 | 0 | Removes 4 PP from the move last used by the target. | ||
| — | Destiny Bond | — | ∞ | 8 | 0 | The user gains the Destiny Bound status. This move fails if used in succession. | ||
| — | Endure | — | ∞ | 12 | +4 | 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. | ||
| — | Sleep Talk | — | ∞ | 12 | 0 | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | ||
| — | Sunny Day | — | ∞ | 8 | 0 | Summons harsh sunlight for 5 turns. | ||
| — | Psych Up | — | ∞ | 12 | 0 | The user copies the target’s stat changes. | ||
| — | Shadow Ball | 80 | 100 | 16 | 0 | Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Will-O-Wisp | — | 85 | 16 | 0 | Burns the target. | ||
| — | Facade | 70 | 100 | 20 | 0 | 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. | ||
| — | Taunt | — | 100 | 20 | 0 | Gives the target the Taunted status. | ||
| — | Helping Hand | — | ∞ | 20 | +5 | Boosts the power of an ally’s move by 50% during the turn this move is used. | ||
| — | Trick | — | 100 | 12 | 0 | The user and the target swap their held items. | ||
| — | Weather Ball | 50 | 100 | 12 | 0 | 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. | ||
| — | Overheat | 130 | 90 | 8 | 0 | Lowers the user’s Sp. Atk stat by 2 stages. | ||
| — | Iron Defense | — | ∞ | 16 | 0 | Boosts the user’s Defense stat by 2 stages. | ||
| — | Calm Mind | — | ∞ | 20 | 0 | Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage. | ||
| — | Fling | — | 100 | 12 | 0 | This move’s power and effects depend on the user’s held item. The held item is lost after this move is used. | ||
| — | Flare Blitz | 120 | 100 | 16 | 0 | 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. | ||
| — | Dark Pulse | 80 | 100 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| — | Dragon Pulse | 85 | 100 | 12 | 0 | — | ||
| — | Focus Blast | 120 | 70 | 8 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Flash Cannon | 80 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Lava Plume | 80 | 100 | 16 | 0 | Has a 30% chance of burning targets. | ||
| — | Psyshock | 80 | 100 | 12 | 0 | This is a special move, but the damage it deals is calculated using the target’s Defense stat. | ||
| — | Flame Charge | 50 | 100 | 20 | 0 | Boosts the user’s Speed stat by 1 stage. | ||
| — | Acid Spray | 40 | 100 | 20 | 0 | Lowers the target’s Sp. Def stat by 2 stages. | ||
| — | Clear Smog | 50 | ∞ | 16 | 0 | Removes all stat changes from the target. This move never misses. | ||
| — | Stored Power | 20 | 100 | 12 | 0 | This move’s power is increased by 20 for each stage that the user’s stats have been boosted. | ||
| — | Mystical Fire | 75 | 100 | 12 | 0 | Lowers the target’s Sp. Atk stat by 1 stage. | ||
| — | Psychic Terrain | — | ∞ | 12 | 0 | Turns the entire field into Psychic Terrain for 5 turns. | ||
| — | Burn Up | 130 | 100 | 8 | 0 | The user loses the Fire type. Cures the user of being frozen. This move fails unless it is used by a Fire type. | ||
| — | Meteor Beam | 120 | 90 | 12 | 0 | 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. | ||
| — | Scorching Sands | 70 | 100 | 12 | 0 | Has a 30% chance of burning the target. Cures the user and target of being frozen. |