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Armarouge

Armarouge
FirePsychic

Height 1.5 m·Weight 85.0 kg

Base stats

HP
85
Atk
60
Def
100
SpA
125
SpD
80
Spe
75
Total525

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

* Hidden ability

  • Flash Fire

    immune to Fire-type moves · after being hit by a Fire-type move, own Fire-type moves ×1.5 power

  • Weak Armor

    when hit by a physical move: Defense −1, Speed +2

Learnable moves

55 moves
  • disables the target's last move · for 4 turns

    PowerAcc.100PP20
  • must recharge next turn

    Power150Acc.90PP8
  • HP −1/4 (of max HP) · fails if HP below 1/4 · creates a substitute

    PowerAcc.PP12
  • [Priority +4] blocks moves this turn · 1/3 success if used in succession

    PowerAcc.PP8
  • [Priority +4] survives this turn with 1 HP · 1/3 success in succession

    PowerAcc.PP12
  • usable only while asleep · uses one of its other moves at random

    PowerAcc.PP12
  • copies the target's stat changes

    PowerAcc.Sure-hitPP12
  • poisoned/paralyzed/burned: power ×2

    Power70Acc.100PP20
    Contact
  • [Priority +5] ally's move this turn: power ×1.5

    PowerAcc.PP20
  • type changes with the weather · power ×2 in weather

    Power50Acc.100PP12
    Ball & bomb
  • 10% chance: burn

    Power90Acc.100PP16
  • traps 4–5 turns · loses 1/8 of max HP each turn

    Power35Acc.85PP16
  • 10% chance: burn

    Power110Acc.85PP8
  • sun for 5 turns

    PowerAcc.PP8
  • 10% chance: burn

    Power95Acc.90PP12
    Wind
  • burn

    PowerAcc.85PP16
  • user's Sp. Atk −2

    Power130Acc.90PP8
  • 10% chance: burn · recoil 1/3 of damage dealt

    Power120Acc.100PP16
    Contact
  • 30% chance: burn

    Power80Acc.100PP16
  • user's Speed +1

    Power50Acc.100PP20
    Contact
  • target's Sp. Atk −1

    Power75Acc.100PP12
  • user loses its Fire type after use

    Power130Acc.100PP8
  • user's Defense/Sp. Def −1

    Power120Acc.100PP8
  • charges one turn, fires the next · instant in sun

    Power120Acc.100PP12
  • 10% chance: target's Sp. Def −1

    Power90Acc.100PP12
    Ball & bomb
  • Power80Acc.Sure-hitPP20
    Ball & bombPulse
  • 10% chance: target's Sp. Def −1

    Power120Acc.70PP8
    Ball & bomb
  • target's Sp. Def −2

    Power40Acc.100PP20
    Ball & bomb
  • resets the target's stat changes

    Power50Acc.Sure-hitPP16
  • 30% chance: burn

    Power70Acc.100PP12
  • 10% chance: target's Sp. Def −1

    Power90Acc.100PP12
  • 5 turns · special damage ×1/2 (Singles) ×2/3 (Doubles)

    PowerAcc.PP20
  • 5 turns · physical damage ×1/2 (Singles) ×2/3 (Doubles)

    PowerAcc.PP20
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • swaps held items with the target

    PowerAcc.100PP12
  • user's Sp. Atk/Sp. Def +1

    PowerAcc.PP20
  • [Priority -7] slower Pokémon move first for 5 turns

    PowerAcc.PP8
  • hits the target's Defense

    Power80Acc.100PP12
  • power +20 per stat boost on the user

    Power20Acc.100PP12
  • [Priority +2] swaps places with an ally

    PowerAcc.PP16
  • Psychic Terrain for 5 turns · grounded Pokémon immune to priority moves · Psychic-type moves boosted

    PowerAcc.PP12
  • on Psychic Terrain: power ×1.5 · hits all opponents

    Power80Acc.100PP12
  • [Priority +3] blocks spread moves aimed at the user's side this turn

    PowerAcc.PP12
  • charges one turn with Sp. Atk +1, attacks the next

    Power120Acc.90PP12
  • fixed damage equal to the user's level

    PowerAcc.100PP16
  • confusion

    PowerAcc.100PP12
  • target's last move: −4 PP

    PowerAcc.100PP12
  • if the user faints this turn, the attacker faints too

    PowerAcc.PP8
  • 20% chance: target's Sp. Def −1

    Power80Acc.100PP16
    Ball & bomb
  • Power85Acc.100PP12
    Pulse
  • target can use only damaging moves for 3 turns

    PowerAcc.100PP20
  • throws the held item · power and effect depend on the item

    PowerAcc.100PP12
  • 20% chance: flinch

    Power80Acc.100PP16
    Pulse
  • user's Defense +2

    PowerAcc.PP16
  • 10% chance: target's Sp. Def −1

    Power80Acc.100PP12