|
-
Flash Fire
- Grants immunity to Fire and increases Fire's power 50% when hit by a Fire move.
-
Intimidate
- Lowers the foe's Attack 1 stage. Decreases wild encounter rate.
|
Statistics
|
Min- |
Min |
Max |
Max+ |
| HP |
90
|
- |
321 |
384 |
- |
| Atk |
110
|
230 |
256 |
319 |
350 |
| Def |
80
|
176 |
196 |
259 |
284 |
| SpA |
100
|
212 |
236 |
299 |
328 |
| SpD |
80
|
176 |
196 |
259 |
284 |
| Spe |
95
|
203 |
226 |
289 |
317 |
Howl first, and maybe twice if you survive the hit, then take them down physically. Steel-types get a taste of its Fire move. Flamethrower provides a balance of power and accuracy, while Fire Blast is a viable option so long as you don't mind the accuracy drop in exchange for that extra power. Overheat is really only useful for those playing Arcanine as a hit and run Pokemon; though you'll reap a higher damage output the first time you use the move, successive uses become increasingly less powerful.
Iron Tail can OHKO Gengar (and always will OHKO -Defense versions). Though Overheat is provides Arcanine with STAB, it isn't all that useful in the UU environment. However, it will dispatch Skarmory in OU, who would otherwise wall this set. Double-Edge can be used to damage the opponent more quickly. Extremespeed allows Arcanine to attack first, and allows Arcanine operate without worrying as much about Speed EVs. It also counters Reversal and Flail users. Iron Tail is to hit Rock-types like Golem, as well as surprising the common Solrock switch with a OHKO. HP Grass can be used to OHKO Golem over Iron Tail, with Double-Edge in the third slot, because Arcanine's movepool is so limited, but then you lose a lot of power against Slowbro and Slowking.
Fire Blast away while using Hidden Power Grass on Golem and Quagsire and Crunching those Psychics away (especially Thick Fat Grumpig). Extremespeed is nice to finish off weakened Pokemon and Reversal/Flail users. Hidden Power Ice hits Dragon-types and Gligar harder, though it's not really necessary to go that route since most of them are faster and generally pack Earthquake. This moveset is perfect for use lategame; it has the potential to finish off unsuspecting, weakened teams. In standard you'll find that this gets walled by Waters, Snorlax and Blissey way too easily, if you must use it there you may want to use Toxic or Hidden Power Fighting. Even then, it won't be too effective.
Other Options
Body Slam's paralysis chance is always a nice attribute, especially when using slower sweepers besides Arcanine. Toxic is a generally great move in both OU and UU, as it slows down Waters and helps against Salamence, Gyarados, Solrock and quite a few other things. Thief can be used to remove Leftovers from bulky Pokemon such as Slowbro and Blastoise. Safeguard can be used to prevent status afflictions.
EVs
Physical sets need to be focused on Attack, and should put the rest of the EVs into HP and Speed. Speed isn't really important as Arcanine will be using Extremespeed a lot. 244 is a good number to beat all Tyranitar in standard, while 263 beats Timid Magneton or even Jolly Skarmory or Solrock, and with 265 you'll beat most Gyarados. The special set needs near max Special Attack with a lot of HP and a few Speed EVs. Modest can work, but you'll be cutting its Extremespeed power.
Opinion
Arcanine finds itself in the limbo of BL. It isn't a bad Pokémon by any means, but it has a lot of issues with Pokémon that are on nearly every standard team, yet it isn't allowed to participate in most UU matches. Its great stats and Intimidate help it a little if you're willing to use it in standard, but Arcanine's main problem is its really small movepool and lack of STAB with that great Attack stat. One of the main reasons to use Arcanine is Extremespeed, which helps against Alakazam, Ninjask and anything that attempts to Flail or Reversal.
Counters
In standard, any Water-type works. You may not want to get them Toxiced, but most of the time Arcanine will be running one of the sets listed, which means they are safe bets. So switch in Slowbro, Suicune, Milotic or Swampert and hit Arcanine with super effective, STAB Surfs (or in Swampert's case, Earthquake). Swampert should beware of Hidden Power Grass. Salamence and Gyarados resist Fire as well and pack Earthquake which will 2HKO Arcanine or OHKO if they have used Dragon Dance or have a Choice Band. They Intimidate Arcanine's Attack, making even Choice Band Extremespeed do piteous damage. Tyranitar doesn't want to take on Hidden Power Fighting Arcanine, but Tyranitar's STAB Rock Slide will shut down Arcanine if it doesn't pack it. Blissey and Snorlax wall the Special Attacking versions.
When Arcanine is allowed in UU (for instance, tournaments that allow BL Pokemon as well), Water-types are still an issue. Blastoise, Walrein and other Waters that pack defensive spreads work well for the same reason Milotic and friends do in standard. Poliwrath doesn't always pack Water moves, but if it does (or uses Earthquake) it can be counted here as well. Slowking is weak to Crunch, but has great Special Defense to Surf or Thunder Wave Arcanine before he gets killed. Same goes for Hypno with Thunder Wave. Solrock and Lunatone resist Fire and Extremespeed, but they are weak to Hidden Power Grass and Crunch, so beware of that.