Banded Arcanine-H Bulky Offense (Pushing 1500+)

Banded Harcanine BO


Importable: https://pokepast.es/1ced626845bb7bae

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First OU post in a long time - really wanted to ladder up with Hisuian Arcanine in OU and this is what I came up with. Looking for advice to improve this team with the only condition being Arcanine must stay.

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Arcanine-Hisui @ Choice Band
Ability: Rock Head
Shiny: Yes
Tera Type: Normal
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Head Smash
- Wild Charge
- Extreme Speed

The raw power of this set is crazy, able to 2HKO :dondozo: and :toxapex: with head smash, for example, while flare blitz handles rock resists, and wild charge for the rare :skarmory: or :keldeo: for example, although I rarely click wild charge. Tera normal banded extreme speed makes :arcanine-hisui: a formidable late game cleaner and revenge killer, although you must be aware of ghost types or a sneaky tera ghost. Max speed jolly to at least speed tie with :moltres-galar: even though, unfortunately, :arcanine-hisui: is always slower than jolly :landorus-therian:.
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Rotom-Wash @ Leftovers
Ability: Levitate
Tera Type: Steel
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp

Another UU mon, but felt like a natural pairing with :arcanine-hisui: due to having ground immunity and providing free pivots to bring in the threat. I opted for will-o-wisp in order to neuter strong setup sweepers like :zamazenta: or :dragonite: for example which will require chip damage for an Espeed kill, and wisp makes it easier to get that chip with other mons. I considered nasty plot on rotom, but felt that defensive was more generally useful and an overall better partner for arcanine, able to survive lots of time on the field while checking several offensive threats in OU.
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Corviknight @ Rocky Helmet
Ability: Pressure
Tera Type: Dragon
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Brave Bird
- Defog
- U-turn
- Roost

The team needed a hazard removal badly to save :arcanine-hisui: and :rotom-wash: from getting worn down too quick, so :corviknight: felt like a natural choice. The standard helmet set allows me to punish mons like :weavile: or :lokix: for example whose priority and stab combo threaten :rotom-wash: over the course of the game. U-turn also provides additional pivot opportunity for :arcanine-hisui: which i great. Brave bird over body press to hit :zamazenta: and :cerduledge: for example.

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Slowking-Galar @ Assault Vest
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 8 Def / 152 SpA / 96 SpD
Modest Nature
IVs: 0 Atk
- Psychic Noise
- Sludge Bomb
- Flamethrower
- Ice Beam

The team really needed some spdef badly, so AV :slowking-galar: felt about right. Strong special coverage and psychic noise for utility against annoyting healers like :sinistcha: or :corviknight: for example. :slowking-galar: stays healthy with regenerator and helps chip down the opposing team over the course of the game for :arcanine-hisui: to clean up later. Two levitating mons + poison type also forms a nice strong defensive combo against the likes of :landorus-therian: or :great tusk: for example. With clever double switching :slowking-galar: can help bring in :arcanine-hisui: too, especially once hazards are cleared by corviknight, and :slowking-galar: also helps by being one of the best toxic spikes checks in the game
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Darkrai @ Choice Scarf
Ability: Bad Dreams
Tera Type: Psychic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Focus Blast
- Psyshock
- Trick

Covering speed control, high special attack, and stall disruption, :darkrai: is very important to this team. Checking :alomamola: or :clefable: with trick on the switch in is massive, while also being able to come in and clean up threats to :arcanine-hisui: is massive. Dark pulse gets :gholdengo: and opposing :slowking-galar: while focus blast deals with :garganacl: and opposing :darkrai:, with psyshock coming in clutch against CM abusers.
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Great Tusk @ Booster Energy
Ability: Protosynthesis
Tera Type: Ice
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Bulk Up
- Headlong Rush
- Ice Spinner
- Smack Down

The team felt like it needed another strong physical attacker to come in on the pivoting, so I went with bulk up :great tusk:. The tera ice into ice spinner is much appreciated on this team helping out against :landorus-therian: and :gliscor: of course, but also smack down + headlong rush helping out against :corviknight: who can shrug off :arcanine-hisui: extreme speed and even head smash, so although :arcanine-hisui: can get :corviknight: with flare blitz, being choice locked means that :corviknight: can still be a pest here and there. I chose not to put stealth rock on this or use a utility set as it is unexpected and the surprise factor of this set has helped me open the door for :arcanine-hisui: to clean up more than I think rocks would.

Although, I absolutely agree, better hazard control like the inclusion of spikes + stealth rocks and then rapid spin instead of defog would be a great way for this team to go as another means of chipping the opponent down for :arcanine-hisui: to take advantage of. This would require a knock off user or two as well.

Would love to hear your ideas! Thanks for checking out my team.

-5penny (Previously Spenny0107 on PS)

 
Good start. There's enough here to keep moving up the ladder with one small mandatory tweak -- put Rapid Spin over Smack Down on Great Tusk. Hazard removal helps Harcanine get back on the field and it needs that more than it needs Tusk to remove Corviknight's Ground immunity. Stealth Rock is also not optional and needs to go on Tusk as well. "Surprise factor" isn't worth giving up chip that can turn a 2HKO from Harcanine into an OHKO that clears up a sweep. Go Stealth Rock / Ice Spinner / Headlong Rush / Rapid Spin here.

The rest of the team is fine for now -- it's basically Harcanine plus pivots plus hazard removal which is the right way to use it. I'd also consider Tera Poison over Tera Psychic on Darkrai to absorb poison. There's nothing Tera Psychic really helps with defensively that warrants powering Psyshock.

Good luck with the team! Those two fixes should be enough to help keep learning the tier and push your rating up with enough practice.
 
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