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The best guide on how to play Armarouge in Pokemon UNITE for Nintendo Switch and Mobile. Check here for Armarouge best build, its price, cost, and role, Held and Battle items, moveset and skills, as well as the latest nerfs, buffs, counters, matchups, and more!
Armarouge Pages | |
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Release Date | Builds & Guide |
Armarouge Event Pass | Armarouge Special Event |
Get Armarouge Trial Unite License here: Armarouge Commemorative Event Pass |
List of Contents
Armarouge Changes (December 5) | |
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Psykaboom |
• Changed the attack range control during activation to movement input (left stick/direction panel). |
1.16.2.6 | Damage reduced by 10%. |
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1.16.2.8 | Damage decreased by 10%. Cooldown increased from 6s to 7s. |
1.16.2.6 | Cooldown decreased from 8s to 7s. |
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1.16.2.8 | Special Defense-piercing effect decreased from 50% to 35%. |
1.16.2.6 | Increases movement speed when used, with further speed increases when moving towards opposing Pokémon. Each time the user deals damage, a shield effect is applied, which can stack up to 6 times. Removed Defense and special defense boosts on hit. |
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1.16.2.8 | Damage decreased by 20%. Shield decreased by 25%. |
1.16.2.6 | Shield reduced by 50%. |
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1.17.1.2 | Changed the attack range control during activation to movement input (left stick/direction panel). |
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Armarouge | ||
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Role: Attacker Attack Type: Ranged Damage Type: Special Difficulty: Intermediate Cost: |
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"Blast opponents and set them ablaze with this armored Attacker!" |
Top | Jungle | Bottom |
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|
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Tips & Strategies for Every Lane
UNITE License: Armarouge |
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As of September 20, 2024, Armarouge is now purchasable for 13000 Aeos Coins or 790 Aeos Gems! This comes about a week after it Armarouge was first released and was only obtainable via Aeos Gems.
Strengths | Weaknesses |
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✔︎ High damage ✔︎ Versatile moveset ✔︎ Lots of crowd control |
✖︎ Low durability |
Armarouge Builds | |
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- |
Psyshock-Cannon Build
|
Moveset | Held Items | |||
---|---|---|---|---|---|
Battle Item | |||||
Item Effects (at Level 30) |
Recommended Lane | ||||
Sp. Atk: +108 HP: +210 |
Top Lane
Jungle
Bot Lane
|
||||
Emblem Color Combination | Target Emblem Stats | ||||
Green x6 Black x7
|
Positive Stats: • Sp. Atk Free Negative Stats: • Attack • Critical-Hit Rate |
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Note: The emblem color and stats here are suggestions only. The builds are still viable even without the suggested emblems. |
This build revolves around bursting targets down using Amor Cannon and Psyshock. The key to this build is using Psyshock to knock up opponents and set up Armor Cannon.
Items (Level 30) |
Armor Cannon (@ Lvl 15) |
Psyshock (@ Lvl 15) |
---|---|---|
Wise Glasses + Choice Specs (Includes Effect) + Slick Spoon |
2020 | 886 (Per Wave) |
Since the build is centered on Armor Cannon and Psyshock, equipping items that will maximize their damage is the ideal item combination.
Out of all the item combination, Wise Glasses, Choice Specs, and Slick Spoon will be the best for the build. Although the item combination did not generate the highest results, it is the safest build since it doesn't require Armarouge to stack an item in order to get the maximum bonuses.
As for alternatives, replacing Wise Glasses with Sp. Atk. Specs would be the best choice. This will maximize Armor Cannon's damage, which is Armarouge's primary damage move. However, it does require Armrarouge to fully stack Sp. Atk. Specs first to gain the full damage boost.
Note: The numbers in bold are the highest result for a specific test. |
Items (Level 30) | Armor Cannon (@ Lvl 15) | Psyshock (@ Lvl 15) |
---|---|---|
Wise Glasses + Choice Specs (Includes Effect) + Slick Spoon | 2020 | 886 (Per Wave) |
Wise Glasses + Choice Specs (Includes Effect) + Sp. Atk. Specs (6 Stacks) | 2024 | 845 (Per Wave) |
Wise Glasses + Slick Spoon + Sp. Atk. Specs (6 Stacks) | 1917 | 934 (Per Wave) |
Choice Specs (Includes Effect) + Slick Spoon + Sp. Atk. Specs (6 Stacks) | 2065 | 900 (Per Wave) |
The tests above does not use any Emblems yet so it will scale higher if equipped.
Spin-Charge Build | Moveset | Held Items | |||
---|---|---|---|---|---|
Battle Item | |||||
Item Effects (at Level 30) |
Recommended Lane | ||||
Attack: +15 Sp. Atk: +30 Defense: +30 Sp. Def: +30 Attack Speed: +7.50% HP: +210 |
Top Lane
Jungle
Bot Lane
|
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Emblem Color Combination | Target Emblem Stats | ||||
Green x6 White x6
|
Positive Stats: • HP • Sp. Atk Free Negative Stats: • Attack • Critical-Hit Rate |
||||
Note: The emblem color and stats here are suggestions only. The builds are still viable even without the suggested emblems. |
This build revolves around getting close to targets using Flame Charge and burning them with Fire Spin. The key to this build is prolonging Fire Spin's duration by continuously attack opponents with basic attacks, utilizing its defense buffs to tank damage, and taking advantage of Flame Charge's boosted attack effect. This build is best used as a jungler.
Items (Level 30) |
Fire Spin (DPS) (@ Lvl 15) Flame Charge (@ Lvl 15) |
Boosted Attack (Far) (@ Lvl 15) Boosted Attack (Near) (@ Lvl 15) |
---|---|---|
Slick Spoon | 261 523 |
307 744 |
Since the build is centered on Fire Spin and Flame Charge, equipping items that will maximize their damage and effects is the ideal item combination.
Out of all the item combination, Muscle Band, Slick Spoon, and Focus Band will be the best for the build. The item combination generated the best overall damage results. Moreover, the bonus HP from Slick Spoon also helps Armarouge tank more damage during Fire Spin.
As for alternatives, replacing Focus Band with Curse Incense would be the best choice. This adds more damage, and Curse Incense's effects work well with Fire Spin.
Note: The numbers in bold are the highest result for a specific test. |
Items (Level 30) | Fire Spin (DPS) (@ Lvl 15) Flame Charge (@ Lvl 15) | Boosted Attack (Far) (@ Lvl 15) Boosted Attack (Near) (@ Lvl 15) |
---|---|---|
Wise Glasses | 253 504 | 392 721 |
Choice Specs (Includes Effect) | 243 679 | 383 701 |
Slick Spoon | 261 523 | 307 744 |
Sp. Atk. Specs (6 Stacks) | 259 515 | 397 732 |
Curse Incense | 243 486 | 383 701 |
The tests above does not use any Emblems yet so it will scale higher if equipped.
Item | Explanation |
---|---|
Sp. Atk. Specs | Sp. Atk. Specs provides Armarouge with a large amount of Sp. Atk., particularly when it's full stacked. |
Focus Band | Focus Band improves Armarouge's durability via increased defenses and survivability, which works well with Fire Spin and Flame Charge. |
Wise Glasses | Wise Glasses provides Armarouge with a nice flat amount of Sp. Atk., increasing its overall damage output. |
Muscle Band | Muscle Band improves Armarouge's attacks via increased damage and attack speed, which goes well with its boosted attack mechanics. |
Choice Specs | Choice Specs gives Armarouge a decent amount of Sp. Atk. and increases its minimum move damage. |
Rapid-Fire Scarf | Rapid-Fire Scarf gives Armarouge a massive attack speed boost that goes well with its boosted attack mechanics and Fire Spin. |
Slick Spoon | Slick Spoon increases Armarouge's Sp. Atk. and HP stats, giving a well-balance bonus. |
Curse Incense | Curse Incense grants Armarouge a nice amount of Sp. Atk. and the ability to weaken the opponents' HP recovery. Its effect also work nicely with Fire Spin. |
Item | Explanation |
---|---|
Eject Button | Eject Button allows Armarouge to quickly reposition to create distance or chase targets. |
X Speed | X Speed improves Armarouge's mobility for a short duration, which can be used offensively and defensively. |
Move | Explanation |
---|---|
Armor Cannon | Armor Cannon is Armarouge's strongest damage move and naturally works better for the Pokemon's Attacker role. |
Psyshock | Psyshock gives Armarouge a useful, ranged crowd control move and synergizes well with Armor Cannon. |
This moveset is easier to execute and keeps Armarouge away from danger during fights. Armor Cannon gives Armarouge a powerful AOE burst damage move that is useful for teamfights and farming. Meanwhile, Psyshock allows Armarouge to easily set up Armor Cannon due to its area stun effect, which is also useful for teamfights and farming.
Let us know why in the comments!
Armarouge is frail and doesn't do much in the early game. It will only start to become a threat once it reaches level 5 and learns its first damage move. It's best to play safe in the early game and focus on leveling up as fast as possible.
Incinerate and Will-O-Wisp are great for getting a foothold in th early game due to their damage and effects. Use them to harass opponents in the lane to force them to become defensive and give Armarouge and its lane partner a decent start.
Related Pages | |
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Incinerate | Will-O-Wisp |
Thanks to Armarouge's ability, Flash Fire, whenever it takes Sp. Atk.-based damage from opposing Pokemon, the damage is reduced for a short time. Its next basic attack will also deal more damage. Take advantage of this effect whenever Armarouge is up against Sp. Atk. Pokemon.
When Armarouge uses Psyshock or Flame Charge, its cannon gauge becomes full and will not decrease after boosted attacks are used. Take advantage of this mechanic by always following up with attacks after using either of the moves.
Related Pages | |
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Psyshock | Flame Charge |
Whenever Armarouge hits opponents with basic attacks, it applies a blazing mark on them. Hitting an opponent with three (3) blazing marks with Fire Spin or Armor Cannon will consume all marks and deal additional damage. Utilize this effect to deal even more damage using Fire Spin or Armor Cannon.
Related Pages | |
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Fire Spin | Armor Cannon |
When using Armor Cannon, it's best to set it up first using Psyshock. This makes it easier for Armarouge to hit targets with Armor Cannon and maximize its damage. Remember that only the last wave of Psyshock knocks up targets, so make sure to aim the move properly.
Related Pages | |
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Armor Cannon | Psyshock |
When using Fire Spin, use Flame Charge to get close to opponents and generate a shield, allowing Armarouge to set up the move and tank damage.
Related Pages | |
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Fire Spin | Flame Charge |
Remember that Armarouge can prolong Fire Spin's duration by attacking opponents with basic attacks. This increases Fire Spin's overall damage.
Psykaboom is a great crowd control move. It first creates an area where targets get stunned, then shoots a large fireball at the center of that area, dealing damage to all enemies hit. Given how the move works, it's best to use it to initial fights rather than as a finisher. Doing so gives Armarouge and its allies a better chance in winning teamfights.
Psykaboom: Armarouge Move Effect and Cooldown
These are combos that Charcadet can use in the early game.
Scorching Shot Combo | |
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Incinerate
►
Will-O-Wisp
►
Standard Attack
(Boosted Attack) |
|
Start the combo by slowing the target using Incinerate, then immediately follow up with Will-O-Wisp. End the combo by using the Boosted Attack you get after using Will-O-Wisp. |
These are combos that Armarouge can use during fights for maximum damage.
Psycho Bombardment Combo | |
---|---|
Initiate the combo by using Psyshock, making sure that the target is within the third wave's radius, then charge up Armor Cannon. Once the target gets knocked up, fire Armor Cannon immediately, then finish the combo with Psykaboom. Psykaboom is only optional. Psyshock and Armor Cannon will work just fine. |
Blazing Blaster Combo | |
---|---|
Flame Charge
►
Fire Spin
►
Standard Attack
~ |
|
Start by dashing towards and hitting the target with Flame Charge, then activate Fire Spin. Stay close to the target while attacking it to prolong Fire Spin's duration. The combo ends when Fire Spin expires. |
Matchup Notes | ||
---|---|---|
Hard Counter | Even Matchup | Easy Matchup |
1. The chart is based on our own experience playing Armarouge. 2. Pokemon within each tier are unordered 3. Any Pokemon not shown here are still under investigation. |
Just like other ranged damage dealers, Armarouge needs to keep a safe distance away from opponents due to its low durability. Pokemon that can quickly get close to Armarouge and burst it down fast are the best counters against it.
Pokemon | Explanation |
---|---|
Leafeon | Rating: ★★★★★ • Can quickly get close and burst down Armarouge using any of its moves. |
Mimikyu | Rating: ★★★★ • Can quick get close to Armarouge using Shadow Sneak. • Can deal high damage using Play Rough or Shadow Claw. • Can lock down Armarouge with Play With Me... |
Ceruledge | Rating: ★★★★ • Can quickly get to Armarouge using Phatom Force or Flame Charge, or Revenant Rend and burst it down with Psycho Cut or Bitter Blade. |
Armarouge has a great crowd control moves that it use to gain the upper hand against these Pokemon.
Ranged, Fragile Pokemon with High Damage |
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How to Beat |
• Much like Armarouge, these Pokemon prefer to keep their distance from opponents when fighting. They also have high damage potential that can be dangerous for Armarouge. Winning against them is a matter of striking first. • When using Psyshock and Armor Cannon, use Psyshock from a distance to stun them first, then follow up with Armor Cannon. • When using Fire Spin and Flame Charge, get close to them using Flame Charge or Eject Button, then burn them down with Fire Spin and attacks. • Alternatively, use Psykaboom first to chip off a large portion of their HP, then finish them off with the other moves. |
All-Rounders |
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How to Beat |
• These Pokemon excel in close combat and rely mostly on their attacks or combos to deal damage. They are also durable enough to tank Armarouge's damage. It's best to use Armor Cannon and Psyshock when facing against them. • Use Psyshock to stun them, then follow up with Armor Cannon. • Keep a safe distance away from them and avoid fightning them when they get close. • Alternatively, use Psykaboom first to chip off a large portion of their HP and stun them, then finish them off with the other moves. |
Highly Durable Pokemon |
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How to Beat |
• These Pokemon are extremely durable, making it hard for Armarouge to take them out alone. With that, it's best to group up with allies to bring them down with the help of Armarouge. • When using Armor Cannon and Psyshock, stun them with Psyshock, then follow up with Armor Cannon to chip off a decent portion of their HP. • When using Fire Spin and Flame Charge, use Flame Charge to get close and knock them back, then burn through their HP using Fire Spin and attacks. |
These Pokemon can fall quickly against Armarouge's crowd control moves.
Supporters |
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How to Beat |
• These Pokemon usually stick with their allies and rarely venture alone. Although they themselves pose no threat to Armarouge, their support capabilities makes them valuable during fights. • When using Armor Cannon and Psyshock, stun them with Psyshock, then follow up with Armor Cannon to chip off a decent portion of their HP. • When using Fire Spin and Flame Charge, use Flame Charge to get close and knock them back, then burn through their HP using Fire Spin and attacks. • Alternatively, use Psykaboom first to chip off a large portion of their HP and stun them, then finish them off with the other moves. |
Pokemon | Explanation |
---|---|
Wigglytuff Slowbro | Disablers |
Pokemon with disabling moves makes it easier for Armarouge to set up its moves. | |
Comfey Blissey Clefable | Healers |
Healing moves like Soft-Boiled and Moonlight can prolong Armarouge's life during fights, particularly when it's using Fire Spin. |
Looking for teammates to synergize with you? Head over to our Friend Request Board to find other trainers to join you in your grind or just to hang out with!
Incinerate
(Lv. 1 or 3) |
Move Type: Sure Hit Damage Type: Special Cooldown: 6s Starting Damage: 704 Initial Damage: 264, Damage per instance: 88, Number of instances: 5 Final Damage: 882 Initial Damage: 332, Damage per instance: 110, Number of instances: 5 |
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Has the user attack the designated opposing Pokemon with a flame, setting it ablaze and dealing damage over time for a short time. When a Pokemon on the opposing team that's ablaze picks up a Berry, the Berry's effects are halved. | |
Fire Spin
(Lv. 5) Upgrade Lv. 11 |
Move Type: Area Damage Type: Special Cooldown: 8s Starting Damage: 1232 Damage per instance: 176, Number of instances: 7 Final Damage: 2233 Damage per instance: 319, Number of instances: 7 |
Has the user generate a fierce vortex of fire around itself, dealing damage to opposing Pokémon it hits and increasing the user's movement speed. When the user is moving toward Pokémon on the opposing team, its movement speed is further increased. Whenever the user deals damage, it receives a shield effect. This effect can stack up to 6 times. If the user hits opposing Pokémon with a basic attack, the duration of the vortex is increased.
Upgrade: Grants the user a shield when this move is used. |
|
Armor Cannon
(Lv. 5) Upgrade Lv. 11 |
Move Type: Ranged Damage Type: Special Cooldown: 7s Starting Damage: 908 Bonus damage: 273 Final Damage: 2086 Bonus damage: 630 |
Has the user combine its shoulder armor and charge power, then fire a blazing ball of flame. The user releases a shock wave in front of itself when firing, dealing damage to opposing Pokemon. The fired ball of flame explodes when it hits an opposing Pokemon or after it travels a set distance, dealing damage to opposing Pokemon and leaving them unable to act. The user's Defense and Sp. Def. is decreased for a short time after using this move.
Upgrade: Increases the range of this move and basic attacks. |
Will-O-Wisp
(Lv. 1 or 3) |
Move Type: Ranged Damage Type: Special Cooldown: 9s Starting Damage: 422 Initial damage: 248, Damage per instance: 58, Number of instances: 3 Final Damage: 590 Initial damage: 371, Damage per instance: 73, Number of instances: 3 |
---|---|
Has the user shoot a flame of in the designated direction, dealing damage and applying a slowing effect to opposing Pokemon it hits and leaving them burned for a short time. After using this move, the user's next basic attack becomes a boosted attack. | |
Flame Charge
(Lv. 7) Upgrade Lv. 13 |
Move Type: Dash Damage Type: Special Cooldown: 8s Starting Damage: 518 Final Damage: 867 |
Has the user cloak itself in flame and charge in the designated direction, dealing damage to opposing Pokemon it hits and shoving them. When this move hits an opposing Pokemon, the user is granted a shield and this move's cooldown is reduced. For a short time after using this move, the cannon gauge becomes full and will not decrease after boosted attacks are used.
Upgrade: Reduces the damage the user receives for a short time after this move hits Pokemon on the opposing team. |
|
Psyshock
(Lv. 7) Upgrade Lv. 13 |
Move Type: Area Damage Type: Special Cooldown: 8s Starting Damage: 638 Damage per instance: 638, Number of instances: 3 Final Damage: 1016 Damage per explosion: 1016, Number of explosions: 3 |
Has the user materialize odd psychic waves to attack in three areas of effect in front of itself, dealing damage to opposing Pokemon it hits while partially ignoring their Sp. Def. The third attack throws opposing Pokemon it hits. For a short time after using this move, the cannon gauge becomes full and will not decrease after boosted attacks are used.
Upgrade: Increases this move's area of effect. |
Psykaboom
(Lv. 9) |
Move Type: Hindrance Damage Type: Special Cooldown: 113s Starting Damage: 1,558 Final Damage: 2,574 |
---|---|
Has the user jump up and charge psychic power, then create an area that leaves opposing Pokemon unable to move. While the user is charging psychic power, the position of the area can be adjusted. The user then fires a ball of flame towards the center of the area, dealing damage to opposing Pokemon and throwing them outside of the area. |
Standard Attack | Every time the user hits an opposing Pokemon with a basic attack, its cannon gauge increases. When the cannon gauge is full, the user's next basic attack consumes the entire gauge and becomes a boosted attack. When the user hits an opposing Pokemon with a basic attack, a blazing mark is applied to it. If the user hits an opposing Pokemon who has 3 blazing marks using Fire Spin or Armor Cannon, all the marks are consumed and additional damage is dealt to the opposing Pokemon. |
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Flash Fire |
Armarouge
When the Pokemon with this Ability takes Sp. Atk.-based damage from opposing Pokemon, the damage it takes is reduced for a short term, and its next basic attack deals additional damage. The Ability goes on cooldown after it's triggered. |
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1st Evolution | Final Evolution |
---|---|
Charcadet (Lv. 1) |
Armarouge (Lv. ) |
Level | HP | Defense | Special Defense | Attack Damage |
---|---|---|---|---|
1 | 3300 | 60 | 40 | 174 |
2 | 3387 | 65 | 44 | 183 |
3 | 3486 | 71 | 49 | 193 |
4 | 3600 | 78 | 55 | 203 |
5 | 4122 | 110 | 82 | 233 |
6 | 4273 | 119 | 90 | 245 |
7 | 4447 | 130 | 99 | 258 |
8 | 4647 | 142 | 109 | 273 |
9 | 4878 | 156 | 121 | 289 |
10 | 5143 | 172 | 134 | 307 |
11 | 5448 | 191 | 150 | 326 |
12 | 5799 | 213 | 168 | 348 |
13 | 6203 | 238 | 189 | 372 |
14 | 6667 | 267 | 213 | 399 |
15 | 7200 | 300 | 240 | 430 |
Attack Damage is the damage of the Basic Attack as tested against the Training Dummy.
Offense | Endurance | Mobility | Scoring | Support |
---|---|---|---|---|
Holowear | |
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Noble Style
Zirco Trading:
1290 |
Upcoming Pokemon | |
---|---|
There are no upcoming Pokemon. |
All Pokemon Roles | |||||
---|---|---|---|---|---|
Attackers | All-Rounders | Defenders | |||
Speedsters | Supporters |
Attack Type | |
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Melee Pokemon | Ranged Pokemon |
Physical Pokemon | Special Pokemon |
Stat Rankings | |
HP Ranking | Defense Ranking |
Sp. Def. Ranking | Basic Attack Ranking |
Armor cannon is more fun imo but fire spin might be the more carry build
Armarouge Guide: Best Builds and Moveset
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Yeah I think so too