(Approved by Ausma)
Fire / Rock
Base Stats: 95 HP / 115 Atk / 80 Def / 95 SpA / 80 SpD / 90 Spe
Abilities: Intimidate | Flash Fire | Rock Head (H)
Notable Moves:
- Head Smash
- Flare Blitz
- Extreme Speed
- Close Combat
- Wild Charge
- Morning Sun
- Substitute
- Agility
- Stealth Rock
- Psychic Fangs
- Crunch
- Tera Blast
- Solar Beam
- Flame Charge
- Will-O-Wisp
- Howl
Overview: When initially released in Pokémon Legends Arceus, Hisuian Arcanine was commonly theorized to be a worse counterpart to its already-niche Kantonian cousin due to a dramatically worse defensive typing and worse speed tier. Boy were we wrong; between the release of Legends Arceus and the release of Scarlet and Violet, the Hisuian Pokémon were still having their abilities tuned behind-the-scenes, and come the release of generation 9, it was discovered that Arcanine-H was gifted the immensely powerful ability of Rock Head, synergizing excellently well with its STAB combination of Head Smash and Flare Blitz. As a result, Arcanine-H may potentially thrive as a terrifying wallbreaker in the post-HOME metagame.
Pros:
- Incredible STAB combo of recoil-less Head Smash and Rock Head 2HKOS most of the meta with no coverage
- Extreme Speed enables powerful priority option vs faster threats
- Wide movepool and only 3 required moveslots allows for a lot of flexibility
- 95/80/80 bulk is solid for an offensive Pokémon, often letting it take strong neutral hits, especially when combined with Tera
Cons:
- Base 90 speed leaves it outpaced by a good chunk of offensive threats
- Fire/Rock typing leaves Arcanine-H with practically nonexistent defensive utility, making it a poor user of its other abilities Intimidate and Flash Fire
- Very weak to hazards if not running Boots
- 80 Accuracy on Head Smash will make you occasionally in the mood to recite ancient curses
- Hard-walled by physically defensive Great Tusk without resorting to drastic measures (Banded Flare Blitz in Sun is still only a 3HKO)
Potential Sets:
Choice Band
Arcanine-H @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Tera Type: Normal / Flying
Jolly Nature
- Head Smash
- Flare Blitz
- Extreme Speed
- Close Combat / Stealth Rock
Very simple and self-explanatory set. The combination of Head Smash and Flare Blitz is ridiculously hard for the majority of the meta to switch into, allowing Arcanine to scare out slower Pokémon to wrack up massive damage multiple times a battle. Banded Extreme Speed is used to pick off weakened faster Pokémon or occasionally get in a bit of extra damage before sacking it. In the last slot Close Combat can be used as a strong and accurate option for physically bulky fire resists such as Garganacl, though Stealth Rock can be used instead for suicide hazards or on a predicted switch. Jolly is the preferred nature over Adamant on this set to outspeed all varieties of non-Scarf Gholdengo and Great Tusk. Tera Normal is usually preferred to give Extreme Speed a 50% power boost while getting rid of most of its weaknesses, sometimes allowing Arcanine-H to act as a cleaner lategame. Tera Flying is a decent alternative to allow Hisuian Arcanine to dodge Earthquakes and swap to a fighting resistance, giving it a better matchup against Great Tusk and Landorus-Therian in a pinch.
Heavy-Duty Boots
Arcanine-H @ Heavy-Duty Boots
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Tera Type: Normal / Flying
Jolly / Adamant Nature
- Head Smash
- Flare Blitz
- Extreme Speed / Agility
- Substitute / Morning Sun
Similar to the Banded set, but you exchange raw breaking power for greater longevity and less reliance on prediction. Agility can be used instead of Extremespeed on this set to enable a lategame sweep vs offense without having to rely on Tera, in which case Tera Normal should not be run. Substitute is the preferred option for the last slot as it guarantees that Arcanine can choose correctly between Head Smash and Flare Blitz on the switch without need for prediction, but Morning Sun can be used for even greater longevity, allowing Hisuian Arcanine to stick around for entire games vs teams that are weak to it.
Tusk Lure (Sun)
Arcanine-H @ Expert Belt
Ability: Rock Head
EVs: 252 Atk / 4 SpA / 252 Spe
Tera Type: Normal / Grass
Naive / Naughty Nature
- Head Smash
- Flare Blitz
- Extreme Speed / Agility
- Solarbeam
With sun support, Hisuian Arcanine can act as a solid lure for Great Tusk even without the need of Terastalization. The combination of sun-boosted Flare Blitz followed by Expert Belt Solarbeam will usually 2HKO Great Tusk after Leftovers from full, being guaranteed if a single entry hazard is in play or if Tusk is running Boots instead of Leftovers. If chosen, Tera Grass allows Hisuian Arcanine to OHKO Tusk from full, allowing it to beat it 1v1 while also increasing the general power of Solar Beam in other matchups, such as against TankChomp.
Fire / Rock
Base Stats: 95 HP / 115 Atk / 80 Def / 95 SpA / 80 SpD / 90 Spe
Abilities: Intimidate | Flash Fire | Rock Head (H)
Notable Moves:
- Head Smash
- Flare Blitz
- Extreme Speed
- Close Combat
- Wild Charge
- Morning Sun
- Substitute
- Agility
- Stealth Rock
- Psychic Fangs
- Crunch
- Tera Blast
- Solar Beam
- Flame Charge
- Will-O-Wisp
- Howl
Overview: When initially released in Pokémon Legends Arceus, Hisuian Arcanine was commonly theorized to be a worse counterpart to its already-niche Kantonian cousin due to a dramatically worse defensive typing and worse speed tier. Boy were we wrong; between the release of Legends Arceus and the release of Scarlet and Violet, the Hisuian Pokémon were still having their abilities tuned behind-the-scenes, and come the release of generation 9, it was discovered that Arcanine-H was gifted the immensely powerful ability of Rock Head, synergizing excellently well with its STAB combination of Head Smash and Flare Blitz. As a result, Arcanine-H may potentially thrive as a terrifying wallbreaker in the post-HOME metagame.
Pros:
- Incredible STAB combo of recoil-less Head Smash and Rock Head 2HKOS most of the meta with no coverage
- Extreme Speed enables powerful priority option vs faster threats
- Wide movepool and only 3 required moveslots allows for a lot of flexibility
- 95/80/80 bulk is solid for an offensive Pokémon, often letting it take strong neutral hits, especially when combined with Tera
Cons:
- Base 90 speed leaves it outpaced by a good chunk of offensive threats
- Fire/Rock typing leaves Arcanine-H with practically nonexistent defensive utility, making it a poor user of its other abilities Intimidate and Flash Fire
- Very weak to hazards if not running Boots
- 80 Accuracy on Head Smash will make you occasionally in the mood to recite ancient curses
- Hard-walled by physically defensive Great Tusk without resorting to drastic measures (Banded Flare Blitz in Sun is still only a 3HKO)
Potential Sets:
Choice Band
Arcanine-H @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Tera Type: Normal / Flying
Jolly Nature
- Head Smash
- Flare Blitz
- Extreme Speed
- Close Combat / Stealth Rock
Very simple and self-explanatory set. The combination of Head Smash and Flare Blitz is ridiculously hard for the majority of the meta to switch into, allowing Arcanine to scare out slower Pokémon to wrack up massive damage multiple times a battle. Banded Extreme Speed is used to pick off weakened faster Pokémon or occasionally get in a bit of extra damage before sacking it. In the last slot Close Combat can be used as a strong and accurate option for physically bulky fire resists such as Garganacl, though Stealth Rock can be used instead for suicide hazards or on a predicted switch. Jolly is the preferred nature over Adamant on this set to outspeed all varieties of non-Scarf Gholdengo and Great Tusk. Tera Normal is usually preferred to give Extreme Speed a 50% power boost while getting rid of most of its weaknesses, sometimes allowing Arcanine-H to act as a cleaner lategame. Tera Flying is a decent alternative to allow Hisuian Arcanine to dodge Earthquakes and swap to a fighting resistance, giving it a better matchup against Great Tusk and Landorus-Therian in a pinch.
Heavy-Duty Boots
Arcanine-H @ Heavy-Duty Boots
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Tera Type: Normal / Flying
Jolly / Adamant Nature
- Head Smash
- Flare Blitz
- Extreme Speed / Agility
- Substitute / Morning Sun
Similar to the Banded set, but you exchange raw breaking power for greater longevity and less reliance on prediction. Agility can be used instead of Extremespeed on this set to enable a lategame sweep vs offense without having to rely on Tera, in which case Tera Normal should not be run. Substitute is the preferred option for the last slot as it guarantees that Arcanine can choose correctly between Head Smash and Flare Blitz on the switch without need for prediction, but Morning Sun can be used for even greater longevity, allowing Hisuian Arcanine to stick around for entire games vs teams that are weak to it.
Tusk Lure (Sun)
Arcanine-H @ Expert Belt
Ability: Rock Head
EVs: 252 Atk / 4 SpA / 252 Spe
Tera Type: Normal / Grass
Naive / Naughty Nature
- Head Smash
- Flare Blitz
- Extreme Speed / Agility
- Solarbeam
With sun support, Hisuian Arcanine can act as a solid lure for Great Tusk even without the need of Terastalization. The combination of sun-boosted Flare Blitz followed by Expert Belt Solarbeam will usually 2HKO Great Tusk after Leftovers from full, being guaranteed if a single entry hazard is in play or if Tusk is running Boots instead of Leftovers. If chosen, Tera Grass allows Hisuian Arcanine to OHKO Tusk from full, allowing it to beat it 1v1 while also increasing the general power of Solar Beam in other matchups, such as against TankChomp.
Last edited: