Draft Arcanine

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[overview]
**Draft Order**: Round 5 onwards

**Price Range**: 9-10 points

**Overview**: Arcanine has a nice package of mixed bulk, useful abilities, and a decent supporting movepool to complement its Fire typing, allowing it to serve as a capable balance pivot. It is also no slouch offensively, packing a slew of high-Base power moves including Flare Blitz, Close Combat, Outrage, and the coveted Extreme Speed. One of its most impactful roles is checking and punishing physical attackers with its combination of Intimidate and Will-O-Wisp while staying healthy thanks to Morning Sun. While all of these boons sound great on paper, Arcanine is truly a jack-of-all-trades but master of none in practice; its Attack is quite modest by offensive standards and it struggles making progress due to its lack of a decent setup move. Finally, it is frequently forced to run Heavy-Duty Boots thanks to its weakness to Stealth Rock, forfeiting its ability to put out more damage with a damage-boosting item.

[strategy comments]
Common Roles
========
**Bulky Support**: Arcanine leverages its decent mixed bulk to switch into and check various attacking threats and then burn them with Will-O-Wisp or fight back with its own attacks while staying healthy with Morning Sun and forcing out opposing setup sweepers with Roar.

**Offensive Wallbreaker**: Arcanine uses its STAB-Boosted Flare Blitz and high-power coverage moves backed by a Choice Band to dish out serious damage, and it can pick off faster foes with Extreme Speed.

Common Moves
========
**Primary STAB Moves**: Flare Blitz, Flamethrower, Overheat

**Setup Moves**: Flame Charge

**Utility Moves**: Morning Sun, Roar, Will-O-Wisp

**Coverage**: Close Combat, Crunch, Extreme Speed, Iron Head, Outrage, Play Rough, Psychic Fangs, Scorching Sands, Wild Charge

Niche Moves
========
**Solar Beam**: Solar Beam is an effective way to deal with Water-types attempting to check Arcanine, and it can be activated with a Power Herb or from a teammate with Drought.

**Fire Spin**: Fire Spin is a decent option against bulkier foes, trapping them and forcing them to waste recovery PP or wearing them down for Arcanine to KO.

Common Items
========
**Heavy-Duty Boots**: Thanks to its weakness to Stealth Rock and susceptibility to Spikes, Arcanine is almost always recommended to run Heavy-Duty Boots to avoid entry hazard damage.

**Choice Band**: A Choice Band can significantly boost Arcanine's offensive prowess, allowing it to deal more damage with its STAB-boosted Flare Blitz and pick off more foes with Extreme Speed.

Niche Items
========
**Rocky Helmet**: Rocky Helmet can punish physical attackers effectively when dealing with entry hazards is not a concern.

**Air Balloon**: An Air Balloon can allow Arcanine to switch into a dangerous Ground-type attack and throw out a Will-O-Wisp to punish the attacker.

**Leftovers**: Leftovers can help Arcanine stay healthy and conserve Morning Sun's limited PP if its teammates can keep entry hazards off the field.

**Resistance Berries**: A resistance Berry can help lure and dispatch foes attempting to knock out Arcanine with a super effective attack.

Tera
========
Arcanine is not generally recommended for a Tera Captain position, as its cost is too prohibitive as to not allow a high-tiered Tera Captain partner. However, it can make decent use of Tera thanks to its mixed bulk and abilities. Tera Steel and Grass take advantage of Flash Fire's Fire immunity to shift Arcanine's defensive profile. Tera Water and Fairy are good options to help it take on other various attackers. For offensive sets, Tera Fire can power up its Flare Blitz, and Tera Normal can help revenges foes by boosting the power of Extreme Speed.

Draft Strategy
========
Arcanine can neither function as an offensive or defensive centerpiece to a draft, and finds itself fitting well on balanced teams that value intimidate and its resistances offered by its Fire typing.

**Entry Hazard Removal**: Between Flare Blitz, Wild Charge, and switching into entry hazards, Arcanine can rack up self-inflicted residual damage quickly, making it essential to partner with teammates that can remove entry hazards. Spinners like Great Tusk, Iron Treads, and Terapagos can take care of this.

**Wallbreakers and Cleaners**: Thanks to its access to Flare Blitz and Extreme Speed, Arcanine can function as an early-game wallbreaker or a late-game sweeper. Cleaners like Greninja and Iron Valiant take advantage of the holes it makes in enemy teams to great effect, where wallbreakers like Palafin and Latios can provide the punching power to allow a late-game Extreme Speed sweep for Arcanine.

**Defensive Partners**: With weaknesses to common Water- and Ground-type attacks, partners like Landorus-Therian, Gholdengo, and Rotom-W are a necessity to cover Arcanine's weaknesses and allow it to stay healthy throughout a match.

Checks and Counters
========
**Entry Hazards**: Arcanine is susceptible to all entry hazards due to its typing, limiting its ability to enter the field with entry hazards up and forcing it to run Heavy-Duty Boots.

**Water-types**: Most Water-types special attackers especially fear little from Arcanine's offensive and supporting kit, and they can easily switch in and punish it with their STAB moves. Pokemon like Rotom-W, Walking Wake, and Keldeo all immediately threaten to score an OHKO on it after easily switching in.

**Opposing Fire-types**: Arcanine has poor coverage to take on opposing Fire-types, and most foes have secondary STAB typings that allow them to set up on it while remaining immune to Will-O-Wisp, including Gouging Fire, Ceruledge, and Iron Moth.

**Contact Damage**: Arcanine can find its longevity cut short by taking damage from recoil from Flare Blitz, foes holding Rocky Helmet, and abilities like Rough Skin.

[credits]
Written by:
https://www.smogon.com/forums/members/diviniya.618293/
Quality checked by:
https://www.smogon.com/forums/members/techno.527276/
https://www.smogon.com/forums/members/nyx.564960/
Grammar checked by:
https://www.smogon.com/forums/members/techno.527276/
 
Last edited:
Add Remove Comments
qc 1/2
[overview]
**Draft Order**: Round 5 onwards

**Price Range**: 9-10 points

**Overview**: The goodest dog of Kanto has a nice package of mixed bulk, useful abilities, and and decent supporting movepool to complement its Fire typing, allowing it to serve as a capable balance pivot. Arcanine is also no slouch offensively, packing a slew of high base power moves including STAB Flare Blitz, Close Combat, Outrage, plus the coveted Extreme Speed. One of its most impactful roles in draft is checking and punishing physical attackers with its combination of Intimidate and Will-o-Wisp, all while staying healthy thanks to Morning Sun. While all of these boons sound great on paper, Arcanine is truly a jack-of-all trades but master of none in practice - its base 110 Attack is quite modest by offensive standards and it lacks struggles making progress due to its lack of a decent setup move. Finally, it is frequently forced to run Heavy-Duty Boots thanks to its weakness to Stealth Rock, forfeiting its ability to put out more damage with a boosting item.


[strategy comments]
Common Roles
========
**DEFENSE DOGE**: Arcanine leverages its decent mixed bulk to switch into and check various attacking threats and then burn them with Will-o-Wisp or fight back with its own attacks. It can also stay healthy with Morning Sun and force opposing setup sweepers out with Roar.

**ATTACK DOGE**: Arcanine spams its STAB Flare Blitz to dish out serious damage and pick off faster foes with Extreme Speed. Expand on this - mention choice band, coverage, revenge killing ability with espeed

Common Moves
========
**Primary STAB Moves**: Flare Blitz, Flamethrower, Overheat,

**Setup Moves**: Howl Howl's probably niche, can maybe add Agility here too

**Utility Moves**: Flame Charge, Morning Sun, Roar, Will-o-Wisp Flame Charge is setup

**Coverage**: Close Combat, Crunch, Extreme Speed, Iron Head, Outrage, Play Rough, Psychic Fangs, Scorching Sands, Wild Charge

Niche Moves
========
**Sunny Day + Solar Beam**: A combination of Sunny Day and Solar Beam is an effective way to deal with opposing Water-type foes coming in to check Arcanine. It can be activated by a Power Herb or from sun, either being set manually or by a Pokemon with Drought. Might be too niche honestly - arc never wants to manually set sun cause it needs the moveslots, & running power herb just makes it weak to hazards. I added power herb to niche items too but both could maybe be removed

**Fire Spin**: Fire Spin is a decent option vs bulkier foes, trapping them and forcing them to waste recovery PP or wearing them down for Arcanine to KO.

Common Items
========
**Heavy-Duty Boots**: Thanks to its weakness to Stealth Rock and susceptibility to Spikes, Arcanine is almost always recommended to run Heavy-Duty Boots to avoid entry hazard damage.

**Choice Band**: A Choice Band can significantly boost Arcanine's offensive prowess, allowing it to deal more damage with its STAB Flare Blitz and pick off more foes with Extreme Speed.

Niche Items
========
**Rocky Helmet**: Rocky Helmet can punish physical attackers effectively when dealing with entry hazards is not a concern.

**Air Balloon**: An Air Balloon can allow Arcanine to switch into a dangerous Ground-type attack and throw out a Will-o-Wisp to punish the attacker.

Add Power Herb - for solar beam and maybe even dig but that's probably too niche
Choice Scarf also probably has a niche for catching some things off-guard


Tera
========
Arcanine is not generally recommended for a Tera Captain position, as its cost is generally too prohibitive as to not allow a high-tiered Tera Captain partner. However, it can make decent use of Tera thanks to its mixed bulk and abilities. Tera Steel and Grass take advantage of Flash Fire's Fire-type immunity to shift Arcanine's defensive profile and strengthen its resistances and immunities. Tera Water and Fairy are good options as typical of most bulky Pokemon to help it take on other various attackers. Mention tera normal espeed somewhere

Draft Strategy
========
Arcanine can neither function as an offensive or defensive centerpiece to a draft, and finds itself fitting well on balanced teams that value intimidate and its resistances offered by its mono-Fire typing.

**Entry Hazard Removal**: Between Flare Blitz, Wild Charge, and switching into entry hazards, Arcanine can rack up self-inflicted residual damage quickly, making it essential to partner with teammates who can remove entry hazards. Spinners like Great Tusk, Iron Treads, and Terapagos make good partners to take care of this for Arcanine.

**Breakers and Cleaners**: Thanks to its access to Flare Blitz and Extreme Speed, Arcanine can function as an early-game breaker or a late-game sweeper. Cleaners like Greninja and Iron Valiant take advantage of the holes Arcanine makes in enemy teams to great effect, where breakers like Palafin and Latios can provide the punching power to allow a late game Extreme Speed sweep for Arcanine.

**Defensive Partners**: With weaknesses to common Water- and Ground-type attacks, defensive partners that cover one or more of Arcanine's weaknesses are a necessity on a draft. Partners like Landorus-Therian, Gholdengo, and Rotom-W can cover Arcanine's weaknesses and allow it to stay healthy throughout a match.

Checks and Counters
========
**Water-types**: Most Water-types, special attackers especially, fear little from Arcanine's offensive and supporting kit, and can easily switch in and punish it with their STAB moves. Pokemon like Rotom-W, Walking Wake, and Keldeo all immediately threaten to score an OHKO on Arcanine after easily switching in.

**Opposing Fire-types**: Arcanine has poor coverage to take on opposing Fire-types, and most foes have secondary STAB typings that allow them to set up on Arcanine while remaining immune to Will-o-Wisp. Gouging Fire, Ceruledge, and Iron Moth can take on Arcanine with ease and smack it with their secondary STAB moves or proceed to set up in its face.

**Knock Off**: Losing Heavy-Duty Boots is a huge detriment to Arcanine, as it becomes unable to check threats reliably or stay healthy to spam Flare Blitz if it has to switch in to entry hazards.

Add contact damage - it already gets worn down a lot by flare blitz/wild charge/cc defense drops
Entry hazards should also be the #1 thing mentioned here - you could remove knock off & mention it within the hazard section if you wanted


[credits]
Written by:
https://www.smogon.com/forums/members/diviniya.618293/
Quality checked by:
https://www.smogon.com/forums/members/user2.200000
https://www.smogon.com/forums/members/user3.300000
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
 
[overview]
**Draft Order**: Round 5 onwards

**Price Range**: 9-10 points

**Overview**: The goodest dog of Kanto has a nice package of mixed bulk, useful abilities, and and decent supporting movepool to complement its Fire typing, allowing it to serve as a capable balance pivot. Arcanine is also no slouch offensively, packing a slew of high base power moves including STAB Flare Blitz, Close Combat, Outrage, plus the coveted Extreme Speed. One of its most impactful roles in draft is checking and punishing physical attackers with its combination of Intimidate and Will-o-Wisp, all while staying healthy thanks to Morning Sun. While all of these boons sound great on paper, Arcanine is truly a jack-of-all trades but master of none in practice - its base 110 Attack is quite modest by offensive standards and it struggles making progress due to its lack of a decent setup move. Finally, it is frequently forced to run Heavy-Duty Boots thanks to its weakness to Stealth Rock, forfeiting its ability to put out more damage with a boosting item.


[strategy comments]
Common Roles
========
**DEFENSE DOGE**: Arcanine leverages its decent mixed bulk to switch into and check various attacking threats and then burn them with Will-o-Wisp or fight back with its own attacks, while staying healthy with Morning Sun and forcing out opposing setup sweepers with Roar.

**ATTACK DOGE**: Arcanine uses its STAB Flare Blitz and high power coverage moves backed by a Choice Band to dish out serious damage and pick off faster foes with Extreme Speed.

rename both to bulky support and wallbreaker prolly

Common Moves
========
**Primary STAB Moves**: Flare Blitz, Flamethrower, Overheat,

**Setup Moves**: Flame Charge

**Utility Moves**: Morning Sun, Roar, Will-o-Wisp

**Coverage**: Close Combat, Crunch, Extreme Speed, Iron Head, Outrage, Play Rough, Psychic Fangs, Scorching Sands, Wild Charge

Niche Moves
========
**Solar Beam**: Solar Beam is an effective way to deal with Water-types attempting to check Arcanine, and can be activated with a Power Herb or a teammate with Drought.

**Fire Spin**: Fire Spin is a decent option vs bulkier foes, trapping them and forcing them to waste recovery PP or wearing them down for Arcanine to KO.

Common Items
========
**Heavy-Duty Boots**: Thanks to its weakness to Stealth Rock and susceptibility to Spikes, Arcanine is almost always recommended to run Heavy-Duty Boots to avoid entry hazard damage.

**Choice Band**: A Choice Band can significantly boost Arcanine's offensive prowess, allowing it to deal more damage with its STAB Flare Blitz and pick off more foes with Extreme Speed.

Niche Items
========
**Rocky Helmet**: Rocky Helmet can punish physical attackers effectively when dealing with entry hazards is not a concern.

**Air Balloon**: An Air Balloon can allow Arcanine to switch into a dangerous Ground-type attack and throw out a Will-o-Wisp to punish the attacker.

add res berries to use as a lure and maybe lefties if you wanna talk about pairing it with good removal

Tera
========
Arcanine is not generally recommended for a Tera Captain position, as its cost is generally too prohibitive as to not allow a high-tiered Tera Captain partner. However, it can make decent use of Tera thanks to its mixed bulk and abilities. Tera Steel and Grass take advantage of Flash Fire's Fire-type immunity to shift Arcanine's defensive profile and strengthen its resistances and immunities. Tera Water and Fairy are good options as typical of most bulky Pokemon to help it take on other various attackers. For offensive sets, Tera Fire can power up its Flare Blitz, and Tera Normal can help revenges foes by boosting the power of Extreme Speed.

Draft Strategy
========
Arcanine can neither function as an offensive or defensive centerpiece to a draft, and finds itself fitting well on balanced teams that value intimidate and its resistances offered by its mono-Fire typing.

**Entry Hazard Removal**: Between Flare Blitz, Wild Charge, and switching into entry hazards, Arcanine can rack up self-inflicted residual damage quickly, making it essential to partner with teammates who can remove entry hazards. Spinners like Great Tusk, Iron Treads, and Terapagos make good partners to take care of this for Arcanine.

**Breakers and Cleaners**: Thanks to its access to Flare Blitz and Extreme Speed, Arcanine can function as an early-game breaker or a late-game sweeper. Cleaners like Greninja and Iron Valiant take advantage of the holes Arcanine makes in enemy teams to great effect, where breakers like Palafin and Latios can provide the punching power to allow a late game Extreme Speed sweep for Arcanine.

**Defensive Partners**: With weaknesses to common Water- and Ground-type attacks, defensive partners that cover one or more of Arcanine's weaknesses are a necessity on a draft. Partners like Landorus-Therian, Gholdengo, and Rotom-W can cover Arcanine's weaknesses and allow it to stay healthy throughout a match.

Checks and Counters
========
**Entry Hazards**: Arcanine is susceptible to all hazards due to its typing, limiting its ability to switch into the field with entry hazards up, or be forced to run Heavy-Duty Boots

**Water-types**: Most Water-types, special attackers especially, fear little from Arcanine's offensive and supporting kit, and can easily switch in and punish it with their STAB moves. Pokemon like Rotom-W, Walking Wake, and Keldeo all immediately threaten to score an OHKO on Arcanine after easily switching in.

**Opposing Fire-types**: Arcanine has poor coverage to take on opposing Fire-types, and most foes have secondary STAB typings that allow them to set up on Arcanine while remaining immune to Will-o-Wisp. Gouging Fire, Ceruledge, and Iron Moth can take on Arcanine with ease and smack it with their secondary STAB moves or proceed to set up in its face.

**Contact Damage**: Arcanine can find its longevity cut short by taking damage from recoil from Flare Blitz and foes holding Rocky Helmet, among abilities like Rough Skin.

[credits]
Written by:
https://www.smogon.com/forums/members/diviniya.618293/
Quality checked by:
https://www.smogon.com/forums/members/techno.527276/
https://www.smogon.com/forums/members/user3.300000
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
QC 2/2
 
1/1 GP Team done
add remove comment

[overview]
**Draft Order**: Round 5 onwards

**Price Range**: 9-10 points

**Overview**: The goodest dog of Kanto Arcanine has a nice package of mixed bulk, useful abilities, and and a decent supporting movepool to complement its Fire typing, allowing it to serve as a capable balance pivot. Arcanine It is also no slouch offensively, packing a slew of high base power high-Base Power moves including STAB Flare Blitz, Close Combat, Outrage, plus and the coveted Extreme Speed. One of its most impactful roles is checking and punishing physical attackers with its combination of Intimidate and Will-O-Wisp (RC) all while staying healthy thanks to Morning Sun. While all of these boons sound great on paper, Arcanine is truly a jack-of-all trades jack-of-all-trades but master of none in practice; (ASC) - its base 110 Attack is quite modest by offensive standards, (AC) and it struggles making progress due to its lack of a decent setup move. Finally, it is frequently forced to run Heavy-Duty Boots thanks to its weakness to Stealth Rock, forfeiting its ability to put out more damage with a boosting damage-boosting item.

[strategy comments]
Common Roles
========
**Bulky Support**: Arcanine leverages its decent mixed bulk to switch into and check various attacking threats and then burn them with Will-O-Wisp or fight back with its own attacks (RC) while staying healthy with Morning Sun and forcing out opposing setup sweepers with Roar.

**Offensive Wallbreaker**: Arcanine uses its STAB STAB-boosted Flare Blitz and high power high-power coverage moves backed by a Choice Band to dish out serious damage, (AC) and it can pick off faster foes with Extreme Speed.

Common Moves
========
**Primary STAB Moves**: Flare Blitz, Flamethrower, Overheat (RC)

**Setup Moves**: Flame Charge

**Utility Moves**: Morning Sun, Roar, Will-O-Wisp

**Coverage**: Close Combat, Crunch, Extreme Speed, Iron Head, Outrage, Play Rough, Psychic Fangs, Scorching Sands, Wild Charge

Niche Moves
========
**Solar Beam**: Solar Beam is an effective way to deal with Water-types attempting to check Arcanine, and it can be activated with a Power Herb or from a teammate with Drought.

**Fire Spin**: Fire Spin is a decent option vs against bulkier foes, trapping them and forcing them to waste recovery PP or wearing them down for Arcanine to KO.

Common Items
========
**Heavy-Duty Boots**: Thanks to its weakness to Stealth Rock and susceptibility to Spikes, Arcanine is almost always recommended to run Heavy-Duty Boots to avoid entry hazard damage.

**Choice Band**: A Choice Band can significantly boost Arcanine's offensive prowess, allowing it to deal more damage with its STAB STAB-boosted Flare Blitz and pick off more foes with Extreme Speed.

Niche Items
========
**Rocky Helmet**: Rocky Helmet can punish physical attackers effectively when dealing with entry hazards is not a concern.

**Air Balloon**: An Air Balloon can allow Arcanine to switch into a dangerous Ground-type attack and throw out a Will-O-Wisp to punish the attacker.

**Leftovers**: Leftovers can help Arcanine stay healthy and conserve Morning Sun's limited PP if its teammates can keep entry hazards off the field.

**ResistResistance Berries**: A resist resistance Berry can help lure and dispatch foes attempting to knock out Arcanine with a super effective attack.

Tera
========
Arcanine is not generally recommended for a Tera Captain position, as its cost is generally too prohibitive as to not allow a high-tiered Tera Captain partner. However, it can make decent use of Tera thanks to its mixed bulk and abilities. Tera Steel and Grass take advantage of Flash Fire's Fire-type Fire immunity to shift Arcanine's defensive profile and strengthen its resistances and immunities. filler Tera Water and Fairy are good options as typical of most bulky Pokemon to help it take on other various attackers. For offensive sets, Tera Fire can power up its Flare Blitz, and Tera Normal can help revenges foes by boosting the power of Extreme Speed.

Draft Strategy
========
Arcanine can neither function as an offensive or defensive centerpiece to a draft, and it finds itself fitting well on balanced teams that value Intimidate and its resistances offered by its mono-Fire Fire typing.

**Entry Hazard Removal**: Between Flare Blitz, Wild Charge, and switching into entry hazards, Arcanine can rack up self-inflicted residual damage quickly, making it essential to partner with teammates who that can remove entry hazards. Spinners like Great Tusk, Iron Treads, and Terapagos make good partners to can take care of this for Arcanine.

**BreakersWallbreakers and Cleaners**: Thanks to its access to Flare Blitz and Extreme Speed, Arcanine can function as an early-game breaker wallbreaker or a late-game sweeper. Cleaners like Greninja and Iron Valiant take advantage of the holes Arcanine it makes in enemy teams to great effect, where breakers wallbreakers like Palafin and Latios can provide the punching power to allow a late game late-game Extreme Speed sweep for Arcanine.

**Defensive Partners**: With weaknesses to common Water- and Ground-type attacks, defensive partners that cover one or more of Arcanine's weaknesses like Landorus-T, Gholdengo, and Rotom-W are a necessity on a draft. Partners like Landorus-Therian, Gholdengo, and Rotom-W can to cover Arcanine's weaknesses and allow it to stay healthy throughout a match. bit of repetition here so i reorganized this part & removed filler

Checks and Counters
========
**Entry Hazards**: Arcanine is susceptible to all entry hazards due to its typing, limiting its ability to switch into enter the field with entry hazards up (RC) or be forced and forcing it to run Heavy-Duty Boots. (AP)

**Water-types**: Most Water-types (RC)special attackers especially (RC)fear (no spaces between the dashes and the words) little from Arcanine's offensive and supporting kit, and they can easily switch in and punish it with their STAB moves. Pokemon like Rotom-W, Walking Wake, and Keldeo all immediately threaten to score an OHKO on Arcanine it after easily switching in.

**Opposing Fire-types**: Arcanine has poor coverage to take on opposing Fire-types, and most foes have secondary STAB typings that allow them to set up on Arcanine it while remaining immune to Will-O-Wisp (RP), (AC) including Gouging Fire, Ceruledge, and Iron Moth can take on Arcanine with ease and smack it with their secondary STAB moves or proceed to set up in its face. again removing repetition

**Contact Damage**: Arcanine can find its longevity cut short by taking damage from recoil from Flare Blitz, (AC) and foes holding Rocky Helmet, among and abilities like Rough Skin.

[credits]
Written by:
https://www.smogon.com/forums/members/diviniya.618293/
Quality checked by:
https://www.smogon.com/forums/members/techno.527276/
https://www.smogon.com/forums/members/nyx.564960/
Grammar checked by:
https://www.smogon.com/forums/members/techno.527276/
 
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