[OVERVIEW]
Arcanine is unviable and difficult to justify using on any serious team. Although it has access to the ability Intimidate, active recovery in Morning Sun, and decent utility in Will-O-Wisp and Toxic, Arcanine struggles to function properly as a defensive wall. A weakness to every entry hazard causes Arcanine to be easily chipped away at and struggle to act as a defensive switch-in to the few Pokemon it can check such as Scizor, Mega Sharpedo lacking a Water-type STAB attack, and Choice Scarf Infernape. This issue is furthered by Arcanine's reliance on Morning Sun as its only source of recovery, as the move's low PP makes switching into entry hazards too often a huge risk because the accumulated damage forces Arcanine to burn through Morning Sun's PP. Arcanine is also outclassed by other defensive Fire-types like Moltres, which sports better overall stats, a more reliable source of recovery in Roost that has more PP than Morning Sun and lets it stave off Stealth Rock damage, and a better defensive typing in Fire / Flying, letting it better check Pokemon like Scizor, Cobalion, Mega Altaria, and Infernape. Rotom-H also outclasses Arcanine as a bulky Fire-type Pokemon thanks to the combination of hazard removal in Defog, immunity to Ground-type moves thanks to Levitate, and secondary Electric typing, allowing Rotom-H to threaten most bulky Water-types like Suicune and Alomomola with super effective damage. Arcanine's poor defensive typing also gives it a worse matchup against strong neutral physical attackers. For example, Cobalion can OHKO Arcanine with +1 All-Out Pummeling, and Heracross can KO Arcanine with +1 Close Combat with minor chip damage. This makes Arcanine unreliable as a dedicated physical wall. Additionally, while Arcanine does match up well against Scizor and some other prominent physical attackers, its mono-Fire typing means it is more easily threaten by the plethora of Water- and Ground-types in the tier like Primarina, Starmie, Krookodile, and Hippowdon. Moltres and Rotom-H struggle less against Water- and Ground-types because of their secondary typings and Ground immunity, allowing them to bypass a weakness to Ground-type moves and threaten Water-types with strong STAB moves. Lastly, Arcanine's passivity makes it setup fodder for Pokemon like Calm Mind Latias, Nasty Plot Togekiss, and Nasty Plot Infernape, giving it a poor matchup against more offensively based teams.
[SET]
name: Defensive
move 1: Flamethrower / Flare Blitz
move 2: Will-O-Wisp
move 3: Morning Sun
move 4: Toxic
item: Rocky Helmet
ability: Intimidate
nature: Bold / Impish
evs: 248 HP / 244 Def / 16 Spe
[SET COMMENTS]
Moves
========
Flamethrower is Arcanine's most reliable STAB move and allows it to threaten Steel-types like Scizor, Cobalion, and Lucario with super effective damage. Alternatively, Flare Blitz can be used to OHKO Klefki and 2HKO Pokemon such as Alolan Muk, Amoonguss, and Celebi at the cost of inflicting recoil damage and limiting Arcanine's longevity. Will-O-Wisp allows Arcanine to dissuade potential switch-ins like Mega Aerodactyl, Terrakion, and Kommo-o due to the threat of a burn and prevents Arcanine from being complete setup fodder for most physical sweepers. Morning Sun gives Arcanine a source of recovery, letting it recover health lost to entry hazards and opposing Pokemon. Toxic lets Arcanine punish Fire-resistant Pokemon like Latias, Hydreigon, and Primarina for switching in.
Set Details
========
16 Speed EVs let Arcanine outspeed Adamant-natured Scizor and OHKO it with Flamethrower. The remaining EVs go into HP and Defense alongside a Bold or Impish nature to make Arcanine as physically bulky as possible. If using Flamethrower, a Bold nature is preferred as to not lower its damage output. If using Flare Blitz, then an Impish nature is preferable. Intimidate lower's the foe's Attack by one stage, making it easier for Arcanine to switch into physical Fighting-types like Cobalion and Infernape. Rocky Helmet punishes Pokemon like Scizor, Infernape, and Mega Beedrill for using U-turn on Arcanine while also providing chip damage any time a foe makes contact with Arcanine. Leftovers can be used to provide Arcanine with a source of recovery outside of Morning Sun, although the damage provided by Rocky Helmet is more valuable.
Usage Tips
========
Due to Arcanine's weakness to entry hazards and the limited recovery provided by Morning Sun, it's essential not to switch into entry hazards frequently, as this will greatly reduce Arcanine's longevity. Because of the combination of Arcanine's typing and Intimidate, it can be switched directly into Pokemon like Scizor and Doublade to check them as well as gain valuable chip damage thanks to Rocky Helmet. Since Arcanine draws in bulky Ground- and Water-types like Hippowdon, Swampert, and Alomomola, using Toxic is generally free of drawbacks. Additionally, Pokemon like Kommo-o and Terrakion may try to use Arcanine as setup fodder because they aren't threatened by Flamethrower; therefore, using Will-O-Wisp to cripple them is ideal. If using Flare Blitz, only use it if absolutely necessary to threaten Pokemon like Cobalion, Amoonguss, and Klefki, as the recoil damage is rarely worth its meager damage output on neutral targets. Arcanine's passivity makes it setup bait for Pokemon like Latias, Suicune, and Mega Slowbro. Therefore, it's important to try badly poisoning them with Toxic as they switch in.
Team Options
========
Arcanine fits best on defensively oriented teams that can cover its several shortcomings and weaknesses to common wallbreakers like Primarina, Choice Specs Hydreigon, and Life Orb Mamoswine. Pokemon such as Suicune, Amoonguss, and Celebi can check problematic Water- and Ground-types like Empoleon, Swampert, and Hippowdon for Arcanine. In addition, Pokemon like Latias, Hydreigon, Rotom-C, Tentacruel, and Tsareena deal with Water- and Ground-types while also providing a source of crucial entry hazard control via Defog or Rapid Spin. Other Pokemon that provide entry hazard control like Mega Altaria and Empoleon work well alongside Arcanine, as its severe weakness to entry hazards practically mandates the usage of a Defogger or spinner to ensure it can check Pokemon like Scizor and Infernape as effectively as possible. Because Arcanine draws in Water- and Ground-types, Stealth Rock support from the likes of Mega Aggron, Krookodile, and Swampert is appreciated to chip away at their HP when they switch in. Wish support from Pokemon like Sylveon and Florges lets Arcanine preserve Morning Sun's PP. In return, Arcanine checks Steel-types like Scizor and Mega Aggron. Pokemon that appreciate Arcanine's ability to check physical attackers and Steel-types, most notably Scizor, such as Mega Aerodactyl, Togekiss, and Nihilego are solid partners and also alleviate the problem of Arcanine's passivity by providing an offensive presence alongside it. Rock-resistant Pokemon like Swampert and Sand Force Hippowdon deal with opposing Rock-types like Terrakion and Stakataka for Arcanine. Because of Arcanine's lacking Special Defense, specially defensive walls like Blissey, Amoonguss, and Empoleon help by sponging strong special attacks from the likes of Hydreigon, Primarina, and Mega Pidgeot. Mega Aggron, while not a blanket check to special attackers, aids in dealing with Latias and Togekiss for Arcanine.
[STRATEGY COMMENTS]
Other Options
=============
While Arcanine's offensive movepool seems appealing, it's outclassed by other offensive Fire-types like Infernape, Moltres, and Chandelure, all of which have a secondary typing, boosting moves, and higher offensive stats. Even Entei and Darmanitan pull off offensive sets more effectively than Arcanine does thanks to their very high Attack stats, letting them break through Pokemon like Hippowdon, Starmie, and Swampert simply by relying on their strong Fire-type STAB attacks. Wild Charge lets Arcanine immediately threaten Water-types like Mega Sharpedo, Starmie, and Empoleon, notably OHKOing the former. However, the move doesn't hit hard uninvested, and the recoil damage from using it isn't worth giving up a utility move. Roar could be used to prevent Pokemon like Facade Mega Altaria and Substitute Chandelure from setting up on Arcanine, but Arcanine relies greatly on Toxic to threaten bulky Water-types like Swampert, Alomomola, and Mega Slowbro. Extreme Speed would provide Arcanine with a form of priority, but it does little damage and is hard to justify using over Arcanine's utility moves.
Checks and Counters
===================
**Entry Hazards**: Stealth Rock and Spikes cause Arcanine to take lots of chip damage upon switching in and hamper its ability to act as a defensive sponge. In addition, Toxic Spikes inflict Arcanine with poison, further lessening Arcanine's staying power.
**Water-types**: Offensive Water-types like Primarina, Starmie, and Volcanion all threaten to either OHKO or 2HKO Arcanine with their Water-type STAB moves, although they don't appreciate being badly poisoned by Toxic. Defensive Water-types like Slowbro, Tentacruel, and Swampert can easily tank Arcanine's weak Flamethrower; however, Slowbro and Swampert must be wary of Toxic and Will-O-Wisp.
**Ground-types**: Hippowdon easily takes a hit from Arcanine, and its sand cuts down the recovery of Morning Sun by half, although Hippowdon hates being statused. Krookodile can switch into Arcanine thanks to Intimidate and its decent overall bulk and threaten an OHKO with Earthquake, but strongly dislikes being burned by Will-O-Wisp. Mamoswine and Nidoking don't switch into Arcanine well, but they can retaliate with strong Ground-type moves.
**Rock-types**: Mega Aerodactyl, Terrakion, Stakataka, and Rhyperior all tank a Flamethrower from Arcanine easily and OHKO it with Stone Edge, but they must be mindful of a burn from Will-O-Wisp. Nihilego is immune to Toxic and can hit Arcanine hard on its weaker Special Defense with Power Gem.
**Dragon-types**: Latias and Hydreigon don't fear Arcanine's STAB attacks and don't mind Will-O-Wisp, although they must be cautious of Toxic. Physical variants of Kommo-o dislike being burned, but mixed or special ones can blow by Arcanine with Clanging Scales. Haxorus occasionally holds a Lum Berry and thus can use Arcanine as setup fodder.
**Strong Wallbreakers**: Special wallbreakers like Choice Specs Kyurem, Chandelure, and Flyinium Z Moltres target Arcanine's weaker Special Defense and can easily KO it with the help of entry hazards. Physical wallbreakers that don't fear Will-O-Wisp such as Heracross and Choice Band Infernape are also problematic for Arcanine, as they threaten heavy damage or a KO after Stealth Rock damage.
[CREDITS]
- Written by: [[Rabia, 336703]]
- Quality checked by: [[martha, 384270], [A Cake Wearing A Hat, 388157], [Nuked, 382658]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [<username2>, <username2>]]
Arcanine is unviable and difficult to justify using on any serious team. Although it has access to the ability Intimidate, active recovery in Morning Sun, and decent utility in Will-O-Wisp and Toxic, Arcanine struggles to function properly as a defensive wall. A weakness to every entry hazard causes Arcanine to be easily chipped away at and struggle to act as a defensive switch-in to the few Pokemon it can check such as Scizor, Mega Sharpedo lacking a Water-type STAB attack, and Choice Scarf Infernape. This issue is furthered by Arcanine's reliance on Morning Sun as its only source of recovery, as the move's low PP makes switching into entry hazards too often a huge risk because the accumulated damage forces Arcanine to burn through Morning Sun's PP. Arcanine is also outclassed by other defensive Fire-types like Moltres, which sports better overall stats, a more reliable source of recovery in Roost that has more PP than Morning Sun and lets it stave off Stealth Rock damage, and a better defensive typing in Fire / Flying, letting it better check Pokemon like Scizor, Cobalion, Mega Altaria, and Infernape. Rotom-H also outclasses Arcanine as a bulky Fire-type Pokemon thanks to the combination of hazard removal in Defog, immunity to Ground-type moves thanks to Levitate, and secondary Electric typing, allowing Rotom-H to threaten most bulky Water-types like Suicune and Alomomola with super effective damage. Arcanine's poor defensive typing also gives it a worse matchup against strong neutral physical attackers. For example, Cobalion can OHKO Arcanine with +1 All-Out Pummeling, and Heracross can KO Arcanine with +1 Close Combat with minor chip damage. This makes Arcanine unreliable as a dedicated physical wall. Additionally, while Arcanine does match up well against Scizor and some other prominent physical attackers, its mono-Fire typing means it is more easily threaten by the plethora of Water- and Ground-types in the tier like Primarina, Starmie, Krookodile, and Hippowdon. Moltres and Rotom-H struggle less against Water- and Ground-types because of their secondary typings and Ground immunity, allowing them to bypass a weakness to Ground-type moves and threaten Water-types with strong STAB moves. Lastly, Arcanine's passivity makes it setup fodder for Pokemon like Calm Mind Latias, Nasty Plot Togekiss, and Nasty Plot Infernape, giving it a poor matchup against more offensively based teams.
[SET]
name: Defensive
move 1: Flamethrower / Flare Blitz
move 2: Will-O-Wisp
move 3: Morning Sun
move 4: Toxic
item: Rocky Helmet
ability: Intimidate
nature: Bold / Impish
evs: 248 HP / 244 Def / 16 Spe
[SET COMMENTS]
Moves
========
Flamethrower is Arcanine's most reliable STAB move and allows it to threaten Steel-types like Scizor, Cobalion, and Lucario with super effective damage. Alternatively, Flare Blitz can be used to OHKO Klefki and 2HKO Pokemon such as Alolan Muk, Amoonguss, and Celebi at the cost of inflicting recoil damage and limiting Arcanine's longevity. Will-O-Wisp allows Arcanine to dissuade potential switch-ins like Mega Aerodactyl, Terrakion, and Kommo-o due to the threat of a burn and prevents Arcanine from being complete setup fodder for most physical sweepers. Morning Sun gives Arcanine a source of recovery, letting it recover health lost to entry hazards and opposing Pokemon. Toxic lets Arcanine punish Fire-resistant Pokemon like Latias, Hydreigon, and Primarina for switching in.
Set Details
========
16 Speed EVs let Arcanine outspeed Adamant-natured Scizor and OHKO it with Flamethrower. The remaining EVs go into HP and Defense alongside a Bold or Impish nature to make Arcanine as physically bulky as possible. If using Flamethrower, a Bold nature is preferred as to not lower its damage output. If using Flare Blitz, then an Impish nature is preferable. Intimidate lower's the foe's Attack by one stage, making it easier for Arcanine to switch into physical Fighting-types like Cobalion and Infernape. Rocky Helmet punishes Pokemon like Scizor, Infernape, and Mega Beedrill for using U-turn on Arcanine while also providing chip damage any time a foe makes contact with Arcanine. Leftovers can be used to provide Arcanine with a source of recovery outside of Morning Sun, although the damage provided by Rocky Helmet is more valuable.
Usage Tips
========
Due to Arcanine's weakness to entry hazards and the limited recovery provided by Morning Sun, it's essential not to switch into entry hazards frequently, as this will greatly reduce Arcanine's longevity. Because of the combination of Arcanine's typing and Intimidate, it can be switched directly into Pokemon like Scizor and Doublade to check them as well as gain valuable chip damage thanks to Rocky Helmet. Since Arcanine draws in bulky Ground- and Water-types like Hippowdon, Swampert, and Alomomola, using Toxic is generally free of drawbacks. Additionally, Pokemon like Kommo-o and Terrakion may try to use Arcanine as setup fodder because they aren't threatened by Flamethrower; therefore, using Will-O-Wisp to cripple them is ideal. If using Flare Blitz, only use it if absolutely necessary to threaten Pokemon like Cobalion, Amoonguss, and Klefki, as the recoil damage is rarely worth its meager damage output on neutral targets. Arcanine's passivity makes it setup bait for Pokemon like Latias, Suicune, and Mega Slowbro. Therefore, it's important to try badly poisoning them with Toxic as they switch in.
Team Options
========
Arcanine fits best on defensively oriented teams that can cover its several shortcomings and weaknesses to common wallbreakers like Primarina, Choice Specs Hydreigon, and Life Orb Mamoswine. Pokemon such as Suicune, Amoonguss, and Celebi can check problematic Water- and Ground-types like Empoleon, Swampert, and Hippowdon for Arcanine. In addition, Pokemon like Latias, Hydreigon, Rotom-C, Tentacruel, and Tsareena deal with Water- and Ground-types while also providing a source of crucial entry hazard control via Defog or Rapid Spin. Other Pokemon that provide entry hazard control like Mega Altaria and Empoleon work well alongside Arcanine, as its severe weakness to entry hazards practically mandates the usage of a Defogger or spinner to ensure it can check Pokemon like Scizor and Infernape as effectively as possible. Because Arcanine draws in Water- and Ground-types, Stealth Rock support from the likes of Mega Aggron, Krookodile, and Swampert is appreciated to chip away at their HP when they switch in. Wish support from Pokemon like Sylveon and Florges lets Arcanine preserve Morning Sun's PP. In return, Arcanine checks Steel-types like Scizor and Mega Aggron. Pokemon that appreciate Arcanine's ability to check physical attackers and Steel-types, most notably Scizor, such as Mega Aerodactyl, Togekiss, and Nihilego are solid partners and also alleviate the problem of Arcanine's passivity by providing an offensive presence alongside it. Rock-resistant Pokemon like Swampert and Sand Force Hippowdon deal with opposing Rock-types like Terrakion and Stakataka for Arcanine. Because of Arcanine's lacking Special Defense, specially defensive walls like Blissey, Amoonguss, and Empoleon help by sponging strong special attacks from the likes of Hydreigon, Primarina, and Mega Pidgeot. Mega Aggron, while not a blanket check to special attackers, aids in dealing with Latias and Togekiss for Arcanine.
[STRATEGY COMMENTS]
Other Options
=============
While Arcanine's offensive movepool seems appealing, it's outclassed by other offensive Fire-types like Infernape, Moltres, and Chandelure, all of which have a secondary typing, boosting moves, and higher offensive stats. Even Entei and Darmanitan pull off offensive sets more effectively than Arcanine does thanks to their very high Attack stats, letting them break through Pokemon like Hippowdon, Starmie, and Swampert simply by relying on their strong Fire-type STAB attacks. Wild Charge lets Arcanine immediately threaten Water-types like Mega Sharpedo, Starmie, and Empoleon, notably OHKOing the former. However, the move doesn't hit hard uninvested, and the recoil damage from using it isn't worth giving up a utility move. Roar could be used to prevent Pokemon like Facade Mega Altaria and Substitute Chandelure from setting up on Arcanine, but Arcanine relies greatly on Toxic to threaten bulky Water-types like Swampert, Alomomola, and Mega Slowbro. Extreme Speed would provide Arcanine with a form of priority, but it does little damage and is hard to justify using over Arcanine's utility moves.
Checks and Counters
===================
**Entry Hazards**: Stealth Rock and Spikes cause Arcanine to take lots of chip damage upon switching in and hamper its ability to act as a defensive sponge. In addition, Toxic Spikes inflict Arcanine with poison, further lessening Arcanine's staying power.
**Water-types**: Offensive Water-types like Primarina, Starmie, and Volcanion all threaten to either OHKO or 2HKO Arcanine with their Water-type STAB moves, although they don't appreciate being badly poisoned by Toxic. Defensive Water-types like Slowbro, Tentacruel, and Swampert can easily tank Arcanine's weak Flamethrower; however, Slowbro and Swampert must be wary of Toxic and Will-O-Wisp.
**Ground-types**: Hippowdon easily takes a hit from Arcanine, and its sand cuts down the recovery of Morning Sun by half, although Hippowdon hates being statused. Krookodile can switch into Arcanine thanks to Intimidate and its decent overall bulk and threaten an OHKO with Earthquake, but strongly dislikes being burned by Will-O-Wisp. Mamoswine and Nidoking don't switch into Arcanine well, but they can retaliate with strong Ground-type moves.
**Rock-types**: Mega Aerodactyl, Terrakion, Stakataka, and Rhyperior all tank a Flamethrower from Arcanine easily and OHKO it with Stone Edge, but they must be mindful of a burn from Will-O-Wisp. Nihilego is immune to Toxic and can hit Arcanine hard on its weaker Special Defense with Power Gem.
**Dragon-types**: Latias and Hydreigon don't fear Arcanine's STAB attacks and don't mind Will-O-Wisp, although they must be cautious of Toxic. Physical variants of Kommo-o dislike being burned, but mixed or special ones can blow by Arcanine with Clanging Scales. Haxorus occasionally holds a Lum Berry and thus can use Arcanine as setup fodder.
**Strong Wallbreakers**: Special wallbreakers like Choice Specs Kyurem, Chandelure, and Flyinium Z Moltres target Arcanine's weaker Special Defense and can easily KO it with the help of entry hazards. Physical wallbreakers that don't fear Will-O-Wisp such as Heracross and Choice Band Infernape are also problematic for Arcanine, as they threaten heavy damage or a KO after Stealth Rock damage.
[CREDITS]
- Written by: [[Rabia, 336703]]
- Quality checked by: [[martha, 384270], [A Cake Wearing A Hat, 388157], [Nuked, 382658]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [<username2>, <username2>]]
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