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Armaldo, The Plate Pokémon. It's's tough armor makes all attacks bounce off. It's two enormous claws can be freely extended or contracted. They have the power to punch right through a steel slab. It is a Pokémon species that became extinct in prehistoric times. It is said to have walked on its hind legs, which would have been more convenient for life on land. It usually lives on land. However, when it hunts for prey, it dives beneath the ocean. It swims around using its two large wings. Protected by a hard shell, its body is very sturdy. It skewers prey with its claws to feed. Battle Moveset A Good Moveset for Armaldo would have to be this: Attacks:
Hidden Power [Bug] / Earthquake Items Attached: Leftovers Preferred Nature: Adamant or Impish Strategy Using Armaldo Essentially the standard Armaldo set. Rock Blast breaks through Substitutes, Hidden Power [Bug] gets STAB and hit's a nice array of Pokémon while Earthquake hit's a nice array as well but also catches stuff like Metagross as they switch in as well as covering a nice array of Pokémon. Sword Dance gives Armaldo some sweeping potential while Rest lends to its support unit abilities (and is especially helpful if Armaldo is your only Normal typed resistance). Rapid Spin and Knock Off are support moves, Armaldo is one of few Pokémon who get Knock Off and probably the most usable out of all that can get it but Rapid Spin tends to be more useful if you don't already have it covered. In most teams, unless you have Rapid Spin on another Pokémon, go with Spin. EV Corner:
EVs: 116 HP / 132 Atk / 176 Def / 86 SDef Without Sword Dance you'll need the extra attack if you want to be able to put a dent in anything. You'll also need to pump up defence sufficiently as well as special defence, since you'll almost always take a special hit or two.
EVs: 116 HP / 76 Atk / 222 Def / 96 SDef With Sword Dance you barely need any attack, since the boost from a single Sword Dance is sufficient enough to cover all your damage dealing needs. Instead you'll need to focus on your defensive stats to make sure you last the hits taken while setting up as well as making up for a lack of Rest. Other Optional Sets
Armaldo @ Choice Band Standard Choice Band fair. Aerial Ace and Brick Break are mainly fillers while Rest works nicely when you have a cleric in the team.
Armaldo @ Leftovers Has enough speed to outrun Weezing so that it can freely Sub up as it Wisps, after a Sword Dance it'll put a dent in most things. Use Rock Slide if you want a more reliable Rock attack. With some solid Paralysis support to use against fast sweepers this set fairs decently.
Armaldo @ Leftovers Same as the above set but without the Substitute or the speed EVs required to outrun Weezing. Needs a lot of paralysis support and needs a full knowledge of your team's move sets (in other words, to be used near the end of a battle) and plenty of paralysis support for Pokémon capable of KOing Armaldo. Strategy Against Armaldo Armaldo has a couple of common weaknesses in Water and Rock as well as a less common weakness to Steel (although that will only arrive against a Metagross and maybe Tauros). Its special defence is pretty lacking so even non-water typed special attacks will leave a pretty large dent. Provided you don't allow Armaldo to get off a Sword Dance its damage should be reasonably containable. Metagross is a solid counter to Armaldo provided it doesn't take an Earthquake switching in, as well as most bulky water types that don't take a Choice Banded hit on the way in. Contest Moveset A good Contest Moveset for Armaldo would have to be this for the Tough Contest best with Impish, Lax, Relaxed or Bold Nature: Attacks:
Rock smash Items Attached: Yellow Scarf Strategy Using Armaldo If you do the attacks in this following order you should have very few problems; 1st - Swords dance, 2nd - Rock smash, 3rd - Swords dance, 4th - Rock smash/Earthquake, 5th - Hyperbeam Locations in Games
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