What it does
Outrage is a Dragon-type physical move that locks you into using it for 2-3 turns. You can't switch moves, can't pivot out, can't do anything but repeat the same Dragon hit. When the rampage ends, the user falls into confusion — and confusion means a random chance of hitting yourself instead of the opponent until it clears.
The damage is real. With STAB, the numbers are high. But the lock-in cost in doubles is severe: you lose 2-3 turns of decision-making at the most dynamic moment of the game. Opponents can pivot a Fairy-type in and your remaining locked hits deal zero. Steel-types cut the damage in half. Neither outcome is recoverable mid-lock.
The confusion afterward is guaranteed, not a chance. Every time Outrage's lock ends, confusion happens. Plan around it, because there's no avoiding it.
Who runs it
Flapple at 21% is the main user in Champions, but that's intentionally low compared to its 73% Dragon Rush usage. Most builds prefer the flexibility of Dragon Rush. The builds that take Outrage are looking for higher raw damage in specific fast-finish scenarios — when you're confident the opponent has no Dragon counters accessible and you want every KO to land as hard as possible.
How to use it
The core problem with Outrage in doubles is control. Doubles rewards you for reading the opponent and adjusting each turn. Outrage removes that. You commit to a direction and hold on for 2-3 turns regardless of what the opponent does.
If you bring Outrage, check the opposing team preview for Fairy-types. A Fairy switch-in during your lock converts all remaining hits to zero. Steel-types are almost as bad. If either sits in the opponent's back row, you're handing them a free swap window.
Have your partner handle threats during the lock. When Flapple is locked in, your partner needs to clean up anything that could punish the commitment.
Tips & strategy
Outrage is defensible only when three things are true simultaneously: the opponent has no Dragon counters in their remaining slots, you can KO or cripple targets across the locked turns, and your partner can cover the confusion aftermath. When all three hold, the raw damage justifies the risk.
In most team structures, Dragon Rush is simply better — flinch chance, no lock, no built-in confusion, full turn-by-turn control. Outrage is a niche tool for specific winning positions, not a general-use slot.
Own Tempo prevents the end confusion, but that ability doesn't appear on Flapple in Champions, so this mechanic is irrelevant for the current carrier. The confusion is coming — account for it.