#0936
Armarouge

Armarouge

Fire Psychic

Abilities

  • Flash Fire Fire-type moves do not work on the Pokémon. Instead, they give the Pokémon the Flash Fire status, which boosts the power of Fire-type moves by 50%.
  • Weak Armor Hidden When the Pokémon takes damage from a physical move, its Defense stat is lowered by 1 stage, but its Speed stat is boosted by 2 stages.

Stat Points

HP
85
ATK
60
DEF
100
Sp. Atk
125
Sp. Def
80
SPE
75

Weakness and Resistance

2x ⦿ Super Effective
Water Ground Rock Ghost Dark
1x – Normal
Normal Electric Poison Flying Bug Dragon
0.5x △ Resists
Fire Grass Ice Fighting Psychic Steel Fairy

Learnable Moves (55)

Name Type Category Power PP Description
Acid Spray special 40 20 Lowers the target's Sp. Def stat by 2 stages.
Ally Switch status - 16 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.
Armor Cannon special 120 8 Lowers the user's Defense and Sp. Def stats by 1 stage.
Aura Sphere special 80 20 This move never misses.
Burn Up special 130 8 The user loses the Fire type. Cures the user of being frozen. This move fails unless it is used by a Fire type.
Calm Mind status - 20 Boosts the user's Sp. Atk and Sp.Def statsby 1 stage.
Clear Smog special 50 16 Removes all stat changes from the target. This move never misses.
Confuse Ray status - 12 Confuses the target.
Dark Pulse special 80 16 Has a 20% chance of making the target flinch.
Destiny Bond status - 8 The user gains the Destiny Bound status, where if the Pokémon is knocked out by an opponent, that opponent will also be knocked out. This move fails if used in succession.
Disable status - 20 Gives the target the Move Disabled status for 4 turns, where the Pokémon cannot use whichever move it last used before getting the status.
Dragon Pulse special 85 12 —
Endure status - 12 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.
Energy Ball special 90 l Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Expanding Force special 80 12 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.
Facade physical 70 20 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.
Fire Blast special 110 8 Has a 10% chance of burning the target.
Fire Spin special 35 16 Gives the target the Bound status, where the Pokémon takes 1/8 damage of its max HP at the end of every turn and it cannot switch out.
Flame Charge physical 50 20 Boosts the user's Speed stat by 1 stage.
Flamethrower special 90 16 Has a 10% chance of burning the target.
Flare Blitz physical 120 16 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.
Flash Cannon special 80 12 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Fling physical - 12 This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Focus Blast special 120 8 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Heat Wave special 95 12 Has a 10% chance of burning targets.
Helping Hand status - 20 Boosts the power of an ally’s move by 50% during the turn this move is used.
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Iron Defense status - 16 Boosts the user's Defense stat by 2 stages.
Lava Plume special 80 16 Has a 30% chance of burning targets.
Light Screen status - 20 Gives the user’s side the Light Screen status for 5 turns, where damage taken from special moves are reduced by 1/2 in Singles and 1/3 in Doubles.
Meteor Beam special 120 12 The user gains the Charging status, where the Pokémon spends 1 turn charging before using a move, 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.
Mystical Fire special 75 12 Lowers the target's Sp. Atk stat by 1 stage.
Night Shade special - 16 Deals 50 HP of damage.
Overheat special 130 8 Lowers the user's Sp. Atk stat by 2 stages.
Protect status - 8 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.
Psych Up status - 12 The user copies the target's stat changes.
Psychic special 90 12 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Psychic Terrain status - 12 Turns the entire field into Psychic Terrain for 5 turns.
Psyshock special 80 12 This is a special move, but the damage it deals is calculated using the target's Defense stat.
Reflect status - 20 Gives the user's side the Reflect status for 5 turns, where damage taken from physical moves are reduced by 1/2 in Singles and 1/3 in Doubles.
Rest status - 8 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.
Scorching Sands special 70 12 Has a 30% chance of burning the target. Cures the user and target of being frozen.
Shadow Ball special 80 16 Has a 20% chance of lowering the target's Sp. Def stat by 1 stage.
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Solar Beam special 120 12 The user gains the Charging status, where the Pokémon spends 1 turn charging before using a move, 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.
Spite status - 12 Removes 4 PP from the move last used by the target.
Stored Power special 20 12 This move's power is increased by20 for each stage that the user's stats have been boosted.
Substitute status - 12 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.
Sunny Day status - 8 Summons harsh sunlight for 5 turns.
Taunt status - 20 Gives the target the Taunted status, where the Pokémon can only use attacks.
Trick status - 12 The user and the target swap their held items.
Trick Room status - 8 Gives the entire field the Trick Room status, where Pokémon with lower Speed stats move first, for 5 turns.
Weather Ball special 50 12 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.
Wide Guard status - 12 During the turn this move is used, the user protects its side from moves that target all allies.
Will-O-Wisp status - 16 Burns the target.