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Arcanine

In-battle formes

HP:90
Attack:110
Defense:80
Sp. Atk:100
Sp. Def:80
Speed:95
Min (-ve nature, 0 IVs)175
Default226
Max Neutral289
Max Positive317
Max Neutral (+1)433
Max Positive (+1)475
Max Neutral (+2)578
Max Positive (+2)634
PU
Curse250
Choice Band317

Evolutions

Formes

Strategies

  • en
Written by Bella

Curse

Move 1
  • Curse
    Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
    TypeGhost
Move 2
  • Extreme Speed
    Nearly always goes first.
    TypeNormal
    CategoryPhysical
    Power80 BP
    Accuracy100%
    Priority2
Move 3
  • Flare Blitz
    Has 33% recoil. 10% chance to burn. Thaws user.
    TypeFire
    CategoryPhysical
    Power120 BP
    Accuracy100%
Move 4

Arcanine is one of PU's strongest and most threatening sweepers and cleaners thanks to its great natural bulk, decent defensive typing, great ability in Intimidate, and Curse + Extreme Speed naturally synergizing together. Curse boosts Arcanine's physical stats, making it a stronger threat and a bulkier attacker while also naturally synergizing with Extreme Speed and Intimidate. Morning Sun provides recovery, allowing Arcanine to alleviate its Stealth Rock weakness and recover against more passive walls like Altaria and Wo-Chien. An alternative to Morning Sun is Close Combat, which prevents Arcanine from being walled by Coalossal and does more damage to Water-types than Extreme Speed before Terastallization; however, it severely cuts into Arcanine's longevity. Leftovers aids with Flare Blitz recoil, although it does leave Arcanine extremely weak to entry hazards. Heavy-Duty Boots is another viable option to make it completely immune to Stealth Rock and other entry hazards, although it does come at the cost of Arcanine solely relying on Morning Sun to recover off damage. The given EV spread allows Arcanine to outspeed Modest Toxtricity before a Curse. Tera Normal removes all of Arcanine's weaknesses, allowing it to set up on Pokemon like Decidueye and non-Clear Smog Gastrodon while also boosting Extreme Speed, enabling it to pick off faster attackers like Kilowattrel and Staraptor after a Curse.

Arcanine fits on a variety of teams but most commonly finds itself on hyper offense and balance teams looking for a powerful sweeper and setup threat. Arcanine struggles to deal with bulky physically defensive walls that can cripple it with status or phaze it like Bellibolt, Mudsdale, and Galarian Slowbro, so checks to these Pokemon like Golurk and Tatsugiri make excellent partners. Other physical attackers like Decidueye and Flamigo also make great partners, as they work together with Arcanine to chip away at their shared checks like Bellibolt and Houndstone. If Arcanine is using Leftovers as its item, entry hazard control from Pokemon like Tastugiri, Scyther, and Altaria can help alleviate Arcanine's Stealth Rock weakness to make it a more potent sweeper. As Arcanine struggles to set up against special attackers like Toxtricity and Scream Tail, special walls like Assault Vest Galarian Slowbro and Milotic can provide a defensive backbone for Arcanine to fall back on.

Choice Band

Move 1
  • Flare Blitz
    Has 33% recoil. 10% chance to burn. Thaws user.
    TypeFire
    CategoryPhysical
    Power120 BP
    Accuracy100%
Move 2
  • Close Combat
    Lowers the user's Defense and Sp. Def by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
Move 3
  • Extreme Speed
    Nearly always goes first.
    TypeNormal
    CategoryPhysical
    Power80 BP
    Accuracy100%
    Priority2
Move 4
  • Raging Fury
    Lasts 2-3 turns. Confuses the user afterwards.
    TypeFire
    CategoryPhysical
    Power120 BP
    Accuracy100%

Sample set. Stay tuned for updates!

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
60
Accuracy
100%
PP
25
30% chance to make the target flinch.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack by 2.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Defense and Sp. Def by 1.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
30
Accuracy
100%
PP
30
Hits 2 times in one turn.
 
Power
85
Accuracy
100%
PP
10
No additional effect.
 
Power
40
Accuracy
100%
PP
25
10% chance to burn the target.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
80
Accuracy
100%
PP
5
Nearly always goes first.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
110
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
65
Accuracy
95%
PP
15
10% chance to burn. 10% chance to flinch.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
Power
50
Accuracy
100%
PP
20
100% chance to raise the user's Speed by 1.
 
Power
90
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
60
Accuracy
100%
PP
25
10% chance to burn the target. Thaws user.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil. 10% chance to burn. Thaws user.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
10
More power the heavier the user than the target.
 
Power
95
Accuracy
90%
PP
10
10% chance to burn the foe(s).
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
Accuracy
PP
40
Raises the user's and ally's Attack by 1.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
PP
5
Heals the user by a weather-dependent amount.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
130
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
Power
90
Accuracy
90%
PP
10
10% chance to lower the target's Attack by 1.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
85
Accuracy
100%
PP
10
Destroys screens, unless the target is immune.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
Accuracy
PP
5
User sleeps 2 turns and restores HP and status.
 
Power
70
Accuracy
100%
PP
5
Power doubles if an ally fainted last turn.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
70
Accuracy
100%
PP
10
30% chance to burn the target. Thaws target.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Sp. Atk by 1.
 
Power
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
75
Accuracy
100%
PP
10
Power doubles if the user's last move failed.
 
Power
80
Accuracy
100%
PP
10
If Terastallized: Phys. if Atk > SpA, type = Tera.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
65
Accuracy
95%
PP
15
10% chance to paralyze. 10% chance to flinch.
 
Power
90
Accuracy
100%
PP
15
Has 1/4 recoil.
 
Power
Accuracy
85%
PP
15
Burns the target.
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