Epikhairz
Anything goes
such power
much fire
many delay (sorry)
wow
[Pros]
<ul>
<li>Good 110 base Attack</li>
<li>Decent 95 Speed</li>
<li>Wide and powerful physical movepool consisting of STAB Flare Blitz, Close Combat, and Wild Charge</li>
<li>Access to one of the best priority moves - ExtremeSpeed</li>
<li>Has a good support movepool consisting of Will-O-Wisp and Morning Sun</li>
<li>Can use both its primary abilities (Intimidate and Flash Fire) excellently and both are good depending on what you want Arcanine to do.</li>
</ul>
[Cons]
<ul>
<li>90/80/80 defenses are not too good for OU standards.</li>
<li>Weak to Stealth Rock and also vulnerable to other hazards.</li>
<li>Predictable</li>
<li>Takes heavy recoil from Flare Blitz and Wild Charge, especially when used in conjunction with Life Orb</li>
</ul>
[Set Recommendations]
<p>name: Physical Attacker<br />
move 1: Flare Blitz<br />
move 2: ExtremeSpeed<br />
move 3: Close Combat<br />
move 4: Wild Charge<br />
ability: Intimidate / Flash Fire<br />
item: Life Orb / Choice Band<br />
evs: 252 Atk / 4 Def / 252 Spe<br />
nature: Adamant / Jolly</p>
<p>name: Physically Defensive<br />
move 1: Flare Blitz<br />
move 2: Roar / Wild Charge / ExtremeSpeed<br />
move 3: Morning Sun<br />
move 4: Will-O-Wisp / Toxic<br />
ability: Intimidate<br />
item: Leftovers / Rocky Helmet<br />
evs: 248 HP / 252 Def / 8 SpD<br />
nature: Impish</p>
much fire
many delay (sorry)
wow
[Pros]
<ul>
<li>Good 110 base Attack</li>
<li>Decent 95 Speed</li>
<li>Wide and powerful physical movepool consisting of STAB Flare Blitz, Close Combat, and Wild Charge</li>
<li>Access to one of the best priority moves - ExtremeSpeed</li>
<li>Has a good support movepool consisting of Will-O-Wisp and Morning Sun</li>
<li>Can use both its primary abilities (Intimidate and Flash Fire) excellently and both are good depending on what you want Arcanine to do.</li>
</ul>
[Cons]
<ul>
<li>90/80/80 defenses are not too good for OU standards.</li>
<li>Weak to Stealth Rock and also vulnerable to other hazards.</li>
<li>Predictable</li>
<li>Takes heavy recoil from Flare Blitz and Wild Charge, especially when used in conjunction with Life Orb</li>
</ul>
[Set Recommendations]
<p>name: Physical Attacker<br />
move 1: Flare Blitz<br />
move 2: ExtremeSpeed<br />
move 3: Close Combat<br />
move 4: Wild Charge<br />
ability: Intimidate / Flash Fire<br />
item: Life Orb / Choice Band<br />
evs: 252 Atk / 4 Def / 252 Spe<br />
nature: Adamant / Jolly</p>
- Uses extremely potent and wide physical movepool to spam attacks ruthlessly
- Flare Blitz is the main STAB and puts holes in most Pokemon, especially after a Flash Fire boost
- ExtremeSpeed can pick off faster/and or weakened foes due to +2 priority rarely being prioritized by anything else
- Close Combat gets rid of Rock-types who resist Flare Blitz and ExtremeSpeed
- Wild Charge gets rid of pesky Water-types such as Tentacruel
- Intimidate can weaken physical attackers on the switch, thus making Arcanine harder to take down, while a successful Flash Fire boost will cause Arcanine to fire off absurdly powerful Flare Blitz attacks
- Life Orb is the preferred item for versatility, though Choice Band allows Arcanine to hit extremely hard, having a good chance to OHKO Talonflame after Stealth Rock damage
- Would like something to get rid of Water-, Ground-, and Rock-types that Arcanine is weak to, such as Mega Venusaur and Chesnaught are good at this.
- WishPasser such as Vaporeon, Sylveon, or Florges are good teammates to heal off the excessive recoil damage this set takes
- Rapid Spin / Defog user such as Tentacruel or Mandibuzz are good teammates to clear hazards
- 29 HP IVs can be used with Life Orb variants to lessen its recoil damage
<p>name: Physically Defensive<br />
move 1: Flare Blitz<br />
move 2: Roar / Wild Charge / ExtremeSpeed<br />
move 3: Morning Sun<br />
move 4: Will-O-Wisp / Toxic<br />
ability: Intimidate<br />
item: Leftovers / Rocky Helmet<br />
evs: 248 HP / 252 Def / 8 SpD<br />
nature: Impish</p>
- Intimidate + Will-O-Wisp bolsters Arcanine's defense and makes it surprisingly bulky for a Pokemon with base stats so frail that is able to check/counter physical juggernauts such as Talonflame
- Wide movepool both in support and offense allows it to cripple physical attackers and walls, while also bringing down special attackers with its strong physical moves
- Flare Blitz gives it a powerful STAB attack that Arcanine can spam on others
- Roar can be used instead to phaze out threats to this set or to prevent certain Pokemon from setting up
- Wild Charge can be used instead as it allows Arcanine to hit Talonflame and other Water- and Flying-types hard even without Attack EVs
- ExtremeSpeed is a reliable priority move and can be used instead to pick off faster and/or weakened foes
- Morning Sun gives it recovery, but is harder to use in OU with Hippowdon and Tyranitar being everywhere
- Will-O-Wisp cripples non-Fire type physical attackers severely, rendering them possibly incapable of dealing serious damage for the rest of the match
- Toxic can be used instead to cripple non-Fire types and other walls as well as killing them off faster with the poison damage stacking up
- Leftovers is preferred for constant recovery, though Rocky Helmet will put the hurt on Mega Kangaskhan
- Prefers teammates that can get rid of weather and/or get sun up so Arcanine can use Morning Sun effectively (Charizard Y and Ninetales)
- Rapid Spin / Defog user such as Tentacruel or Mandibuzz are good teammates to clear hazards
- 248 HP EVs produce a Leftovers number while the other EVs maximize physical bulk and a tad bit of special bulk
- Checks and counters may vary between both sets because they both fill vastly different roles
- Bulky Water-types such as Blastoise and Slowbro sponge attacks easily and fire back with STAB Water-type attacker
- Gyarados (Intimidate + Water STAB) - needs to watch out for Wild Charge
- Chandelure absorbs Flare Blitz and is immune to ExtremeSpeed and Close Combat, but needs to watch out for Crunch
- Mega Charizard X is neutral to or resists all of Arcanine's usual moves, and can fire off Earthquake
- Hippowdon takes on the physical attacker set easily, but is easily crippled by physically defensive set
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