Arcanine

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uragg

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Arcanine

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[Overview]
  • Good Attack and good enough movepool
  • Intimidate and decent bulk separate it from glass cannon Fire-types.
  • Decent enough Speed to function as a bulky sweeper.
[SET]
name: Morning Glory
move 1: Flare Blitz
move 2: Close Combat
move 3: Morning Sun
move 4: ExtremeSpeed / Wild Volt
item: Life Orb
ability: Intimidate / Flash Fire
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe


Set Comments:
  • Good power, good coverage.
  • Intimidate allows for more oppurtunities to switch in
  • Morning Sun is reliable recovery
  • ExtremeSpeed serves as powerful +2 priority against faster, frail pokes.
Additional Comments:
  • Flash Fire can be used for potentially more power.
  • Jolly over Adamant to get the jump on positive natured base 90s and tie with positive natured base 95s.
  • Wild Volt is an option over ExtremeSpeed to deal with bulky Water-types and is more useful against stallish teams, while ES works wonders against offensive teams.
Teammates & Counters:
  • Extremely bulky Water-types can avoid the 2HKO from Wild Volt
  • Stealth Rock + LO + recoil really adds up quickly, so Wish + Spin support is helpful
  • Entry hazards help get more KOs.
  • Physically bulky Pokemon such as Swampert, Hippowdon stop it cold
[SET]
name: Choice Band
move 1: Flare Blitz
move 2: Close Combat
move 3: Wild Volt
move 4: ExtremeSpeed
item: Choice Band
ability: Intimidate / Flash Fire
nature: Adamant / Jolly
evs: 252 Atk / 4 Def / 252 Spe


Set Comments:
  • With CB, Arcanine trades ability to switch attacks for immense power.
  • Given moves provide excellent coverage and priority priority with ExtremeSpeed
  • Intimidate as main ability since this needs all the switchin oppurtunities it can get.
  • Adamant as main option for more power
Additional Comments:
  • This will be switching in and out a lot more than Morning Glory and has no recovery, so Wish + Spin support is even more vital.
  • Flash Fire for the very power-hungry.
  • This opens up set-up oppurtunities if locked into a suboptimal attack, so defensive pivots, preferably bulky Water-types, are a good idea.
Teammates & Counters:
  • CB allows Arcanine to muscle through more walls, but requires more prediction.
  • Swampert still walls it, but can't switch into repeated CCs
  • Prediction will allow many free turns while Arcanine switches
  • Spin and Wish, Starmie works well
  • Requires defensive support for when it is caught out using an ineffective move.
[Team Options]
  • Rapid Spin support, as Arcanine will die very quickly with SR weak, Spikes vulnerable, and recoil from Flare Blitz/Wild Volt and possibly LO. Starmie works well, as it can take Hippo/Pert and Dragon/Flyings like Nite with Ice Beam
  • Wish support, b/c as said before Arcy is worn down quickly and has either no recovery without Morning Sun or unreliable recovery with sand, hail, and auto-rain. Vaporeon is good, and FatRachi works if you avoid EQ. Mamanbou too I guess.
  • Hazards help it KO stuff
  • A special attacker who can take care of more dedicated physical walls is appreciated. LO Starmie or offensive CM Cune work well.
[Optional Changes]
  • a special set can beat Pert and that water turtle thing with HP Grass, but it's off Arcy's lower attacking stat and can't get past bulky waters. Dragon Pulse is cool though.
  • Howl is an option on the Morning Glory set, but isn't optimal as it forces Arcy to sacrifice either coverage, priority, or recovery
  • Crunch is an option on both sets to hit Ghost-types, particularly Shandera.
[Counters]
  • Bulky Water- and Dragon-types work well, ie Water Balloon, defensive Cune, Latias, Dnite. Slowbro is especially great, as Wild Volt doesn't even 2HKO with SR. and Hippowdon
  • Faster stuff that isn't really frail that have a SE move can revenge/set up: Terakion, Drillmon in sand, other stuff
  • Shandera without Crunch, but Wild Volt still hurts.
[Dream World]
  • Arcanine gets Justice Heart, which boosts its Attack one stage if it is hit by a Dark-type move.
  • This isn't particularly useful. The most common Dark-type attack, Pursuit, can't be switched in on, and getting in on Crunch from something like Tyranitar is risky.
 
You should really split up the Choice Band set from the Life Orb, since the Life Orb set enjoys having Morning Sun. Also mention Groudon as a partner there and make Jolly the main nature because you really want to outspeed base 90's like Lucario to maim them. The Choice Band set would run Flare Blitz, Close Combat, ExtremeSpeed, Wild Bolt, while the Morning Glory set would run Flare Blitz, Close Combat, ExtremeSpeed, Morning Sun. Also, in the DW section, actually describe what Justice Heart does.

Outside of that, format looks fine. As for the defensive set, it's probably not worth it to speculate about that yet.
 
I just noticed something about the Morning Glory set. There are two egg moves on the set, close combat and morning sun, that seem incompatible with each other. Espeon is the only pokemon you can breed with growlithe to pass morning sun. I would just like to note this.
 
The move is called "Wild Bolt" not "Wild Volt"

Also, you mention that Starmie works well as a spinner and a wisher for the Choice Band set, when it does not learn Wish.
 
Personally, I think Wild Bolt should be almost compulsory on Arcanine, because Arcanine draws waters out, and Flare Blitz handles Steel-types anyway, so I don't think Close Combat is that important (I don't use it)

Ninetales should be included in team options, boosting Arcanine's STAB and Morning Sun recovery.

Arcanine has access to Roar as well as decent defenses and instant recovery, maybe include Roar somewhere in additional comments or somewhere else.
 
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