Arcanine [4N] - Rest Talk Shuffler

franky

aka pimpdaddyfranky, aka frankydelaghetto, aka F, aka ef
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http://www.smogon.com/dp/pokemon/arcanine

The EVs may need some tweaking to outspeed things but this is the EV spread I have been using. In the end, I found that this set is set worthy and can surprisingly rack up some entry hazard damage.
________________________________________________________________

[SET]
name: Shuffler
move 1: Roar
move 2: Flare Blitz / Will-O-Wisp
move 3: Rest
move 4: Sleep Talk
item: Leftovers
ability: Intimidate
nature: Impish
EVs: 252 HP / 252 Def / 6 Spe

[SET COMMENTS]
<p>Arcanine can be a valuable asset to any team that requires an effective shuffler. Its real selling point is its ability Intimidate, which drops the opponents Attack by one stage and helps you to deal with physical sweepers more easily. Arcanine can reveal a Pokemon or two by utilizing Roar on Pokemon like Chansey, Registeel, Steelix and Scyther as they switch out in fear of its STAB Fire moves, and expelling the switch-in, which also reveals the opponent's best answer for Arcanine in general. This is the perfect opportunity to take advantage of entry hazards on the field which chips off the opponents health slowly, wearing them down for the sweepers on your team. Since Flare Blitz receives STAB and 120 base power, it will scare away opponents and you will find yourself juggling the opponents team the entire match if they don't pack a strong Water-, Rock- or Ground-type moves. Will-O-Wisp is an alternative option to prevent Pokemon like Azumarill or Nidoking blocking your path. Cutting down their Attack can be quite rewarding because it will help your team in the long run by cushioning the opponent's physical attacks, which on top of Intimidate can protect your team from nearly all physical assaults, however it leaves you powerless against Taunt users such as Ambipom and Drapion.</p>

<p>To demonstrate how bulky Arcanine is here is some damage calculations:</p>
<pre>
Steelix, 0 Atk Earthquake vs 252 HP / 252 Def Arcanine w/ Intimidate: 27.08% - 32.81%
Jolly Swellow (Guts activated), 252 Atk Facade vs 252 HP / 252 Def Arcanine w/ Intimidate: 36.98% - 43.75%
Adamant Hitmontop, Life Orb, 252 Atk Fake Out vs 252 HP / 252 Def Arcanine w/ Intimidate: 10.94% - 13.02%
Adamant Hitmontop, Life Orb, 252 Atk Close Combat vs 252 HP / 252 Def Arcanine w/ Intimidate: 32.29% - 38.28%
+2 Jolly Scyther, Life Orb, 252 Atk Aerial Ace vs 252 HP / 252 Def Arcanine w/ Intimidate: 54.95% - 65.10%
Adamant Choice Band Nidoking, 252 Atk Earthquake vs 252 HP / 252 Def Arcanine w/ Intimidate: 61.46% - 72.40%
</pre>

<p>Rest is essential to the set because it allows Arcanine to heal off the damage after taking previous blows from the opponent. The key move in this set is Sleep Talk, which can surprise an opponent because it is usually the last thing they will find on an Arcanine. Sleep Talk can randomly fire off Flare Blitz or Roar which can make the opponent double-think before they switch in their Arcanine counter.</p>

<p>The EVs are straightforward and their main purpose is to maximize Arcanine's ability to take physical hits. The measly 6 Speed EVs can be helpful to outspeed 0 Speed Drapion and use Flare Blitz which has a slight chance of scoring a 2HKO with entry hazards on the field.</p>

<p>Arcanine is naturally forcing plenty of switch outs due to its impressive attacks physically and specially. It is highly recommended that all three entry hazards are placed on the field to take advantage of the set. Toxic Spikes can be really important to deal with those pesky Water-types which are Arcanine's natural counter.</p>

<p>Water-types are a bane to Arcanine and the perfect partner for Arcanine is Venusaur. Venusaur can approach both physical and special based Water-type attacks and strike with a STAB Grass attack or utilize Sleep Powder. Putting them to sleep can really excite Arcanine because it can Roar without having to worry about Water-types to ruin his parade. If you want a free turn of Toxic Spikes or Spikes, Roserade can be a good service alongside Arcanine. It can come in on Slowbro (barring Psychic) and Milotic's attacks and will usually force it to switch out. While they are switching out you can find yourself using Sleep Powder and throwing in Toxic Spikes on the field, or if your lucky you can throw in two. Tangrowth can also protect Arcanine from the typical hits that are going to be thrown at it. It resists Water- and Ground-type attacks and can shrug off Rock-types attack (which is usually exploited from the physical side). Arcanine won't enjoy Flash Fire users like Houndoom and Ninetales because Arcanine's Fire attacks will only give them more power. Since Houndoom and Ninetales are specially based Pokemon, Chansey is your safest switch-in to cushion their attacks. Chansey must be aware of Hypnosis from Ninetales though.</p>
 
59.png


http://www.smogon.com/dp/pokemon/arcanine

The EVs may need some tweaking to outspeed things but this is the EV spread I have been using. In the end, I found that this set is set worthy and can surprisingly rack up some entry hazard damage.
________________________________________________________________

[SET]
name: Shuffler
move 1: Roar
move 2: Flare Blitz / Will-O-Wisp
move 3: Rest
move 4: Sleep Talk
item: Leftovers
ability: Intimidate
nature: Impish
EVs: 252 HP / 252 Def / 6 Spe

[SET COMMENTS]

<p>Arcanine can be a valuable asset to any team that requires an effective shuffler. Its real selling point is its ability Intimidate, which can slice down the opponents Attack by one stage and help you deal with physical sweepers better. Arcanine can reveal a Pokemon or two by utilizing Roar on something that would normally switch out on Arcanine due to its impressive base Attack. This is the perfect opportunity to take advantage of entry hazards on the field which can chip off the opponents health slowly. Since Flare Blitz receives STAB and 120 base power, it will scare away opponents and you will find yourself juggling the opponents team the entire match if they don't pack a strong Water- or Ground-type moves. Will-O-Wisp is an alternative option to prevent Pokemon like Azumarill or Nidoking coming into your path. Cutting down their Attack can be quite achieving because it will help your team in the long run and help cushion their physical attacks (with Intimidate activated).</p>

<p>Rest is essential to the team because it allows Arcanine to heal off the damage after withstanding previous blows from the opponent. The key move in this set is Sleep Talk which can surprise an opponent because it is the last thing they will find on Arcanine. Sleep Talk can randomly fire off Flare Blitz or Roar which can make the opponents double-think when they are switching in.</p>

<p>The EVs are straight forward and its main purpose is to maximize Arcanine's ability to take physical hits. The measly 6 Speed EVs can become helpful to outspeed 0 Speed Drapion and use Flare Blitz which has a slight chance of scoring a 2HKO with entry hazards on the field.</p>

<p>Arcanine is naturally forcing plenty of switch outs due to its impressive attacks from both sides of the spectrum. It is highly recommended that all three entry hazards are placed on the field to take advantage of the set. Toxic Spikes can be really important to deal with those pesky Water-types which is Arcanine's natural counter.</p>

<p>Water-types are a bane to Arcanine and the perfect partner for Arcanine is Venusaur. Venusaur can approach Water-type attacks from both sides of the spectrum and strike with a STAB Grass attack or utilize Sleep Powder. Putting them to sleep can really excite Arcanine because it can Roar without having to worry about Water-types to ruin his parade. If you want a free turn of Toxic Spikes or Spikes, Roserade can be a good service alongside Arcanine. It can come in on Slowbro (barring Psychic) and Milotic's attacks and will usually force it to switch out. While they are switching out you can find yourself using Sleep Powder and throwing in Toxic Spikes on the field, or if your lucky you can throw in two. Tangrowth can also protect Arcanine from the typical hits that are going to be thrown at it. It is immune to Water- and Ground-type attacks and can shrug off Rock-types attack (which is usually exploited from the physical side).</p>

Changes in bold.
 
The comments are pretty vague and don't really offer any specific examples. So what exactly can this switch-in against and effectively shuffle against? It would also be great if you could include damage calculations against common foes. Stuff like this is really what makes an edit 'good', so it would be nice if you could include them. :)
 
The comments are pretty vague and don't really offer any specific examples. So what exactly can this switch-in against and effectively shuffle against? It would also be great if you could include damage calculations against common foes. Stuff like this is really what makes an edit 'good', so it would be nice if you could include them. :)

Sure I can add them, I thought some would be pretty obvious but I can expand.

Edit: added DMG Calculation, again, I don't know the proper order for DMG Calculations so if it doesn't look right please point it out.
 
After checking damage calcs:

Registeel, 100 Atk Explosion vs 252 HP / 252 Def Arcanine w/ Intimidate: 23.18% - 27.34%

211 Atk vs 284 Def & 384 HP (500 Base Power): 266 - 314 (69.27% - 81.77%)

Possibly you forgot Clear Body negating Intimidate... and the defence drop from Explosion.

Other than that,

<p>Arcanine can be a valuable asset to any team that requires an effective shuffler. Its real selling point is its ability Intimidate, which drops (removed conditional) the opponents Attack by one stage and helps (changed to agree with previous nitpick) you to (emphasised infinitive to lose the informal tone a bit) deal with physical sweepers more easily (reworded, 'better' should be used with extreme care). Arcanine can reveal a Pokemon or two by using (I dislike 'utilise' - it's a horribly lazy word) Roar on Pokemon like Chansey, Registeel, Steelix and Scyther as they switch out in fear of its STAB Fire moves, and expelling the switch-in, which also reveals the opponent's best answer for Arcanine in general (more detail on the proceedings for less knowledgeable readers). This is the perfect opportunity to take advantage of entry hazards on the field which (removed conditional) chips (agreement) off the opponents health slowly, wearing them down for the sweepers on your team. Since Flare Blitz receives STAB and 120 base power, it will scare away opponents and you will find yourself juggling the opponents team the entire match if they don't pack a strong Water- or Ground-type moves. Will-O-Wisp is an alternative option to prevent Pokemon like Azumarill or Nidoking blocking (come in?) your path. Cutting down their Attack can be quite rewarding ('achieving' sounded wrong) because it will help your team in the long run by cushioning (joined sentences to make meaning clear) the opponent's (pronoun misusage) physical attacks, which on top of Intimidate can protect your team from nearly all physical assaults, however it leaves you powerless against Taunt users such as Ambipom and Drapion. (another joining of sentences, and extra information)</p>

<p>To demonstrate how bulky Arcanine is here is some damage calculations:</p>
<pre>
Steelix, 0 Atk Earthquake vs 252 HP / 252 Def Arcanine w/ Intimidate: 27.08% - 32.81%
Registeel, 100 Atk Explosion vs 252 HP / 252 Def Arcanine: 69.27% - 81.77% (I'd suggest you remove this one altogether, really)
Jolly Swellow (Guts activated), 252 Atk Facade vs 252 HP / 252 Def Arcanine w/ Intimidate: 36.98% - 43.75%
Adamant Hitmontop, Life Orb, 252 Atk Fake Out vs 252 HP / 252 Def Arcanine w/ Intimidate: 10.94% - 13.02%
Adamant Hitmontop, Life Orb, 252 Atk Close Combat vs 252 HP / 252 Def Arcanine w/ Intimidate: 32.29% - 38.28%
+2 Jolly Scyther, Life Orb, 252 Atk Aerial Ace vs 252 HP / 252 Def Arcanine w/ Intimidate: 54.95% - 65.10%
+1 Adamant Azumarill, 252 Atk Aqua Jet vs 252 HP / 252 Def Arcanine w/ Intimidate: 34.90% - 41.15%
+1 Adamant Nidoking, 252 Atk Earthquake vs 252 HP / 252 Def Arcanine w/ Intimidate: 61.46% - 72.40%
</pre>

<p>Rest is essential to the set (I think 'team' is the wrong object) because it allows Arcanine to heal off the damage after taking previous blows from the opponent. The key move in this set is Sleep Talk, (break up the sentence a tad) which can surprise an opponent because it is usually (it isn't always -that's the point of the set, isn't it?) the last thing they will find on an (Arcanine is not specific) Arcanine. Sleep Talk can randomly fire off Flare Blitz or Roar which can make the opponent think twice (the phrase is not 'double-think', at least I've never heard it used like that before) before they switch in their Arcanine counter (exchange 'Arcanine counter' for a pokemon if you want).</p>

<p>The EVs are straightforward and their main purpose is to maximize Arcanine's ability to take physical hits. The measly 6 Speed EVs can be helpful to outspeed 0 Speed Drapion and use Flare Blitz which has a slight chance of scoring a 2HKO with entry hazards on the field.</p>

I'll edit this later with the last three paragraphs, I need to go now.
 
you input 500 base power and still fails to OHKO which is impressive.

211 Atk vs 284 Def & 384 HP (500 Base Power): 266 - 314 (69.27% - 81.77%)

211 Atk vs 284 Def & 384 HP (250 Base Power): 134 - 158 (34.90% - 41.15%)
This is the real one and thanks for catching the Clear Body ability.

Edit: Thanks for the wording errors, I tend to do too many exaggeration on some wordings, I'll cut that down a bit :P
 
you input 500 base power and still fails to OHKO which is impressive.

211 Atk vs 284 Def & 384 HP (500 Base Power): 266 - 314 (69.27% - 81.77%)



This is the real one and thanks for catching the Clear Body ability.
He put in 500 base power as Explosion makes the opponent drop 2 Defense stages before damage is calculated, effectively a 50% cut if you start at +-0.

The fact that you don't know how much Explosion does to Arcanine (it does 67.71% - 79.69%, by the way) suggests to me you haven't tested this when you list it as a damage calculation in the analysis. I'm not really sold on this set, I would probably like to see some logs or more views, please.

There are many words with no spacing in between that could easily be fixed by proofreading, please do.

Nidoking is a poor example in my view. A lot of Nidoking are specially based with Earth Power which will bypass Will-O-Wisp and Intimidate, Arcanine's two major selling points. I'm not sure I would like to be taking Waterfalls from Azumarill either in honesty, without Intimidate and a burn, and let's face it, Arcanine doesn't want to come in on Azumarill hugely.

I know TAY particularly is against using "...both sides of the spectrum" due to there being no "spectrum" - "approach both physical and special based Water-type attacks" should suffice.

Ninetales and Houndoom with Flash Fire will find this set pretty fun apart from Roar, and using Venusaur / Roserade will only increase that weakness, something which I think needs to be addressed.

Tangrowth is not immune to Water- and Ground-type attacks, it resists them.
 
He put in 500 base power as Explosion makes the opponent drop 2 Defense stages before damage is calculated, effectively a 50% cut if you start at +-0.

The fact that you don't know how much Explosion does to Arcanine (it does 67.71% - 79.69%, by the way) suggests to me you haven't tested this when you list it as a damage calculation in the analysis. I'm not really sold on this set, I would probably like to see some logs or more views, please.

There are many words with no spacing in between that could easily be fixed by proofreading, please do.

Nidoking is a poor example in my view. A lot of Nidoking are specially based with Earth Power which will bypass Will-O-Wisp and Intimidate, Arcanine's two major selling points. I'm not sure I would like to be taking Waterfalls from Azumarill either in honesty, without Intimidate and a burn, and let's face it, Arcanine doesn't want to come in on Azumarill hugely.

I know TAY particularly is against using "...both sides of the spectrum" due to there being no "spectrum" - "approach both physical and special based Water-type attacks" should suffice.

Ninetales and Houndoom with Flash Fire will find this set pretty fun apart from Roar, and using Venusaur / Roserade will only increase that weakness, something which I think needs to be addressed.

Tangrowth is not immune to Water- and Ground-type attacks, it resists them.

I will provide logs and I'm going to add some parts to it. Thanks, and yes I didn't know about Explosion. I just jotted down some physical attacks Arcanine can handle, I was never actually exploded by Registeel.
 
Not sure if this will help, but you can try running 32 Speed EVs to outspeed max Speed Torterra so you can KO it with Flare Blitz before it can KO Arcanine with Earthquake.
 
Not sure if this will help, but you can try running 32 Speed EVs to outspeed max Speed Torterra so you can KO it with Flare Blitz before it can KO Arcanine with Earthquake.
Torterra is not OHKOed by Flare Blitz but it does do a very large amount of damage (81% - 91% to 4 HP / 0 Def Torterra).

However, I would agree with the Speed investment as Arcanine can actually come in on maximum Attack Torterra's Earthquake and take 45.83% - 54.69%, then due to the additional Speed Arcanine could use Will-O-Wisp to force it to do even less (if you get the burn on Torterra first you have a very good shot at stalling out Life Orb Torterra after Intimidate too, although that is a bit harder to come in on). Ultimately it means you can outstall Torterra through burn damage (and potentially Life Orb damage), as opposed to just smashing it with Flare Blitz.

Good catch.
 
Ill mention in the EV paragraph. Also, I had a couple of battles with RestTalk Arcanine and it worked BUT I doubt your going to like it because its with people that's not really skilled (Rock Slide Blastoise, etc.) I did play a good opponent and worked pretty good for the most part so I'll post that one log if you want.
 
This is from one decent battler, just the basic concept of juggling the opponents around. Made a mistake of not Flare Blitzing his Chansey though and that flinch sucks. This is the closest to a decent player but you get the concept. I got to go for now, I'll play again tonight to grab some better logs

.
Arcanine's intimidate cut Nidoqueen's attack!
Pointed stones dug into Arcanine.
Arcanine lost 25% of its health.
Nidoqueen used Earthquake.
It's super effective!
Arcanine lost 30% of its health.
Arcanine's leftovers restored its health a little!
Arcanine restored 6% of its health.
---
shanx678 switched in Mesprit (lvl 100 Mesprit).
Pointed stones dug into Mesprit.
Mesprit lost 12% of its health.
Arcanine used Rest.
Arcanine fell asleep!
Arcanine restored 48% of its health.
---
Mesprit used Zen Headbutt.
Arcanine lost 29% of its health.
Arcanine is fast asleep!
Arcanine flinched!
Arcanine's leftovers restored its health a little!
Arcanine restored 6% of its health.
---
Mesprit used Zen Headbutt.
Mesprit's attack missed!
Arcanine is fast asleep!
Arcanine used Sleep Talk.
Arcanine used Flare Blitz.
Mesprit lost 51% of its health.
Arcanine was hit by recoil!
Arcanine lost 13% of its health.
Arcanine's leftovers restored its health a little!
Arcanine restored 6% of its health.
---
shanx678 switched in Nidoqueen (lvl 100 Nidoqueen ?).
Nidoqueen was hurt by Spikes!
Nidoqueen lost 19% of its health.
Pointed stones dug into Nidoqueen.
Nidoqueen lost 6% of its health.
Nidoqueen absorbed the Toxic Spikes!
Arcanine woke up!
Arcanine used Rest.
Arcanine fell asleep!
Arcanine restored 29% of its health.
Nidoqueen's leftovers restored its health a little!
Nidoqueen restored 6% of its health.
---
Arcanine is fast asleep!
Arcanine used Sleep Talk.
Arcanine used Roar.
shanx678 switched in Chansey (lvl 100 Chansey ?).
Chansey was hurt by Spikes!
Chansey lost 19% of its health.
Pointed stones dug into Chansey.
Chansey lost 12% of its health.
---
Arcanine is fast asleep!
Arcanine used Sleep Talk.
Arcanine used Flare Blitz.
Chansey lost 52% of its health.
Arcanine was hit by recoil!
Arcanine lost 29% of its health.
Chansey used Wish.
Chansey made a wish!
Arcanine's leftovers restored its health a little!
Arcanine restored 6% of its health.
---
Chansey used Protect.
Chansey protected itself!
Arcanine woke up!
Arcanine used Roar.
Chansey protected itself!
The wish came true!
Chansey restored 50% of its health.
Arcanine's leftovers restored its health a little!
Arcanine restored 6% of its health.
---
Chansey used Seismic Toss.
Arcanine lost 26% of its health.
Arcanine used Roar.
shanx678 switched in Nidoqueen (lvl 100 Nidoqueen ?).
Nidoqueen was hurt by Spikes!
Nidoqueen lost 19% of its health.
Pointed stones dug into Nidoqueen.
Nidoqueen lost 6% of its health.
Arcanine's leftovers restored its health a little!
Arcanine restored 6% of its health.
Nidoqueen's leftovers restored its health a little!
Nidoqueen restored 6% of its health.
---
Nidoqueen used Earthquake.
It's super effective!
Arcanine lost 46% of its health.
Arcanine used Roar.
shanx678 switched in Mesprit (lvl 100 Mesprit).
Pointed stones dug into Mesprit.
Mesprit lost 12% of its health.
Arcanine's leftovers restored its health a little!
Arcanine restored 6% of its health.
---
Mesprit used Zen Headbutt.
Arcanine lost 24% of its health.
CuttyFlam Test's Arcanine fainted.
 
Grammar checked (a lot should have been picked up in this review thread =/) and uploaded, can be moved to archive.
 
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