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Thread: Community POTW #030

  1. #1
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    Default Community POTW #030

    Time for the next Pokémon of the Week, and this week, it's the classic Pokémon, Arcanine



    Arcanine is a great classic Pokémon that still holds up today, despite the fact it was one of the classic Pokémon who didn't receive a 10 point stat buff in X & Y

    http://www.serebii.net/pokedex-xy/059.shtml

    Go nuts

    Note: There will be a slight delay in posting this next week as I'll be out of town until the evening of next Sunday. I apologise for any inconvenience

  2. #2
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    Here's what I tend to go for, straightforward physical attacker in the lower tiers.

    Nintendogs ablazin'... and a partridge in a pear tree..
    - Extreme Speed
    - Flare Blitz
    - Close Combat
    - Morning Sun

    Ability: Intimidate
    Nature: Jolly
    Item: Life Orb
    EV's: 252 Attack, 252 Speed, 4 HP. I'm not really good with EV's, but I think this works to maximize its speed and attack.

    Covers all of what you need: STAB, priority, coverage, and recovery. With weather being nipped, but with the addition of MCY, Morning Sun is still pretty good - at least when Alcaline and MCY are paired.

    It may be outdated as heck, but it's still my go-to set.

    Obviously, if this were for Double Battles, add MCY - A.k.a. the partridge in the pear tree..
    Last edited by Locormus; 18th May 2014 at 11:48 PM.
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  3. #3
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    Arcanine is classified as the Legendary Pokemon. That's quite a title to live up to. Does it? Sort of.

    Arcanine has very balanced stats across the board, having a 110/100/95 offensive base stats. On the bulk, it has 90/80/80, which is okay, but not great. Arcanine has three good abilities. Intimidate can make switching in much easier. Justified gives Arcanine access to stat boosting, which is quite welcome since the only boosting move it has is Howl. Flash Fire turns a resistance into an immunity while giving Arcanine's STAB a power boost.
    As pure fire type, Arcanine is immune to burns, which complements its base 110 attack stat and its movepool. It will have to be aware of common attacking types in Water, Rock (which goes with Stealth Rock), and, the worst this generation, Ground.

    Arcanine's movepool is very physical and improves with each generation. Flare Blitz is a wonderful STAB move that is very powerful, which works great with Morning Sun. Wild Charge is a great coverage move that lets Arcanine hit bulky Water types, as well as the super-dangerous Talonflame. Extremespeed is one of the best moves in the game thanks to its Stage 2 priority and base 80 power. Close Combat allows Arcanine to plow through Rock types like Tyranitar and Terrakion. While Arcanine's movepool is quite shallow in the special department, a mixed attacker can be viable with STAB Overheat from that nifty base 100 special attack to surprise physical walls like Gliscor and the occasional Mega Aggron, which can be paired with Dragon Pulse.
    Arcanine's non-offensive movepool does have a few fruits. One is the previously mentioned Morning Sun, which gives Arcanine the ability to stay. Roar and Will-o-Wisp are two other moves Arcanine can make use of.

    While Arcanine may not quite live up to its title, it is still not something to forget. Failure to consider the abilities of Arcanine can result in a nasty outcome.
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  4. #4
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    The original King of Fire types, Arcanine is awesome. One of my favorite Fire types and capable of quite a bit actually. Shame that it’s not as good as it used to be. PLEASE GAME FREAK, give this guy a Mega-Evolution.

    Arcanine possesses well balanced stats; not a single one dips below 80, enabling it to run a multitude of sets. 110/100 offenses are definitely viable on both ends of the attacking spectrum and Arcanine possesses the movepool to use them. While 90/80/80 defenses isn't anything to write home about, these combined with two differing defensive abilities and access to recovery make Arcanine bulkier than expected. The only downside is that base 95 SPD is not that great. Otherwise, I’m gushing.

    Fiery King
    Arcanine (Justified/Intimidate/Flash Fire)
    Item: Choice Band/Life Orb
    -Flare Blitz
    -Extremespeed
    -Wild Blitz
    -Outrage/Close Combat/Iron Head/Crunc
    Nature: Adamant (+ATK, -SATK) OR Jolly (+SPD, -SATK)
    EVs: 252 ATK/252 SPD/4 HP

    Simple premise; hit the ground running with the stronger of Arcanine’s attack stats. Flare Blitz for STAB, Extremespeed for priority, Wild Blitz to punish unsuspecting water types. Your final move comes down to personal preference, Outrage has great neutral coverage, but confuses you and makes you fairy bait. Close Combat has impressive power and takes out a wide variety of threats. Iron Head takes care of opposing Rock types that may trouble you without the side effect of Close Combat and Crunch gives added coverage in the absence of Iron Head.

    Solar Guardian
    Arcanine (Flash Fire/Intimidate)
    Item: Choice Specs/Life Orb/Heat Rock
    -Flamethrower/Fire Blast
    -Dragon Pulse
    -Solarbeam/Morning Sun
    -Sunny Day/Overheat/Morning Sun
    Nature: Modest (+SATK, -ATK) OR Timid (+SPD, -ATK)
    EVs: 252 SATK/252 SPD/4 HP

    Arcanine’s special movepool isn’t as great as it’s physical, but it’s still workable. This set is meant to thrive in the sun, so sun support is vital. Flamethrower vs Fire Blast for choice of special STAB. Dragon Pulse for unrivaled neutral coverage. Solarbeam is the best thing special Arcanine has against water types, but mandates sun support. Sunny Day for setting up your own sun. Overheat for sheer raw power. Morning Sun for added survivability.

    Other Options

    -Choice Scarf
    It is possible to run a mixed revenge killing set with Choice Scarf, but it lacks the stopping power of the above 2 sets.

    -Weakness Policy
    Arcanine's bulk and myriad of weaknesses makes this a viable option

    -Howl/Agility
    Arcanine's boosting moves

    -Bulldoze
    Weak, but added coverage and helps mitigate Arcanine’s speed

    -Body Slam
    Paralysis is nice.
    Last edited by Mestorn; 18th May 2014 at 3:32 PM.
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  5. #5
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    Arcanine's kind of an interesting case. It's certainly a great Pokemon and I love this thing to death, but it doesn't really have much of a niche in the current metagame. Blame Charizard for that. MCX outclasses physically offensive sets, while MCY outclasses specially offensive sets. However, it should be worth noting that Arcanine gets Intimidate and Morning Sun, allowing it to utilize a surprisingly good physically defensive set.

    Arcanine @ Leftovers
    Ability: Intimidate
    EVs: 200 HP / 252 Def / 56 Spd
    Bold Nature
    - Flamethrower / Dragon Pulse
    - Will-O-Wisp
    - Morning Sun
    - Roar

    If Heatran isn't your cup of tea on stall teams and you're already using another Mega over Zard X, then Arcanine actually has a bit of a niche. Similarly to Krookodile, this Arcanine uses Intimidate and some utility moves to patch up its average physical bulk. Flamethrower is the obligatory STAB move, and it will actually do some damage even when unresisted. However, Dragon Pulse may be run in its poace if you wish to hit Charizard X and Dragonite. Will-O-Wisp is great as it burns any opposing physical Pokemon, cutting their Attack and getting some chip damage in the process. Morning Sun ensures that Arcanine will stay around, while Roar enables Arcanine to phaze, removing boosts and accruing entry hazard damage.

  6. #6
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    Arcanine. I love this thing. Good Stat Spread, good Abilities, sweet Movepool...it's just a great Pokémon.

    Stats:
    -HP - Good - Base 90 is an excellent start. While built more for offense, Arcanine can still take a few hits.
    -Attack - Great - Base 110 gives you access to a niche among Fire Types. Few Fire-Type Pokémon have decent Attack and a Physical Movepool to use it.
    -Defense - Average - Base 80.
    -Sp.Atk - Great - Base 100 is slightly behind Base 110, but it just means your Special options, while limited, are as viable and that you can play as a Mixed Attacker.
    -Sp.Def - Average - Base 80.
    -Speed - Good-bordering-Great (non-Trick Room) - Base 95 is sketchy for Fire Types, but at least you have Extremespeed and Bulldoze to assist.

    Abilities:
    -Flash Fire - An okay Ability if you can predict properly on a Switch, but not the best.
    -Intimidate - A very standard Ability for good reason. Just beware of Contrary, Defiant, and Competitive Ability Pokémon getting a free buff and Hyper Cutter, Clear Body, and White Smoke Ability Pokémon being immune.
    -Justified (Hidden, Available [Poké Transfer or Friend Safari]) - A really cool effect of getting an Attack buff...if you can predict and survive a Dark-Type Move.

    Overall, Arcanine is classified as the Legendary Pokémon in the Pokédex for a reason. It is a thing of beauty to battle with and looks cool to boot. The only huge issues I have are Average defenses and Stealth Rock Weakness. Otherwise, Arcanine shines like the burning sun.
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  7. #7
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    Default Arcanine Set

    Justified is a good ability overall. When you switch into dark type moves, your attack will go up by one stage. Intimidate is nice too, as you may lower the opponent's physical attack. Flash Fire can help you switch into fire as well. Although Arcanine was considered a legendary pokemon, it's base stat total is even lower than the pseudo-legendaries, like Garchomp, Salamence, and Goodra, to name a few. However, it does get a +2 Priority ExtremeSpeed, along with a good attack and sp. attack. This allows some unpredictability.

    It's Hot Outside
    Arcanine w/ Leftovers / Life Orb
    Ability: Justified / Intimidate / Flash Fire
    Nature: Modest / Timid
    Moves:
    Solarbeam
    Sunny Day / Hidden Power Ice
    Fire Blast
    Morning Sun
    EVs: 252 Atk / 252 HP / 4 Spd
    EVs: 252 Atk / 252 Def / 4 HP
    Overview: This set needs the sun. If you are going to run a Mega Charizard Y, you can get rid of Sunny Day for a hidden power. I chose Hidden Power ice because Solarbeam and Fire Blast are not-very-effective against Dragons. Morning Sun heals a lot in the sunlight, so you can heal. Fire Blast is very strong and has 100% accuracy in sunlight as well. Solarbeam provides good coverage against the types that are super-effective against this pokemon. Modest is good for power, and Timid can outspeed more pokemon. Leftovers can keep your bulk running, and Life Orb gives you more power, then you can heal. You can run EVs for Atk, Def, HP, or Speed.

    Getting Physical
    Arcanine w/ Choice Band (Or Life Orb)
    Ability: Justified / Intimidate / Flash Fire
    Nature: Jolly / Adamant
    Moves:
    Wild Charge
    ExtremeSpeed
    Flare Blitz
    Close Combat
    EVs: 252 Atk / 252 Spd / 4 HP
    Overview: This is a standard physical sweeper. If you want speed, then jolly. Adamant can give your extremespeed (+2 priority) and your other attacks some extra power. This is a Choice Band set, but you can run Life Orb instead in order to get healing, sunny day, or other moves. If you run Morning Sun with Life Orb, then you can run 252 HP / 252 Atk / 4 Spd. However, you will be losing a coverage move, and that is never good. Wild Charge takes care of most waters, ExtremeSpeed has +2 Priority and has neutral coverage on almost everything. Flare Blitz is STAB. Close Combat is strong and provides coverage.

    Partners: Mega Charizard Y.
    Just having the Sun around lets you have a one turn Solar Beam and it boosts all your fire moves. This is very beneficial for extra power.
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  8. #8
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    So, for starters, Arcanine is a very outclassed Pokemon. It may have a good stat spread, and a decent movepool, but all in all, it's outclassed. There are SO many Smogon articles that somehow bring up Arcanine and Entei, and it's just something about Pure Fire-type pokemon that Game-Freak just held back on, which is sad, considering how good Arcanine could've been. I mean, 3 great abilities in Flash Fire, Justified, and Intimidate, above average stats across the board, and a colorful movepool with Gems like Wild Charge, Close Combat, and the coveted Extremespeed. Sadly, this is where the good news ends. 2 of his 3 abilities are very situational, while the latter doesn't actually help Arc much, (He has no setup moves, and he's not really trying to take hits) his most used attacks Flare Blitz and Wild Charge have a nasty recoil effect. While Arcanine hits decently hard, it's not hard enough for sweeper standards coming off of 110/100 Atk/Sp. Atk. And he doesn't have a boosting move to hit harder. His middling speed is deemed too slow to sweep nowadays, and using Agility/Flame Charge isn't worth it. Finally, while 90/80/80 defenses sounds decent, but not when you're a fire type. Overall, if you try using him in OU, good luck, you're probably not gonna do so well.

  9. #9
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    Stats
    Arcanine eh? This guy is an offensive force to be reckoned with, boasting 110 Atk and 100 SpAtk, both of which are extremely usable. 95 Spd is also passable, capable of outrunning a good few 'mons still. A defensive spread of 90/80/80 isn't awesome, but it is usable.

    Movepool
    Physically, your options are Crunch, Outrage, Thunder Fang, Close Combat, Fire Fang, Flare Blitz, Extremespeed, Iron Head/Tail and Wild Charge. 7 types gives awesome coverage options, but recoil will shorten the usage span. Special-wise, Fire Blast, Dragon Pulse, Snarl, Solar Beam, and Heat Wave. Useful, but not entirely devastating. Still, could throw a surprise. Status-wise, it gets Roar, Sunny Day and Morning Sun. Nothing else needed, although Calm Mind would have been awesome.

    Abilities
    The choices here are Flash Fire, Justified and Intimidate. All three are fairly situational, relying on switching in to stop physical, Fire and Dark moves and boost off of the latter two. Personally, I'd use Flash Fire, for the immunity.

    Sets

    Arcanine@Life Orb
    Jolly/Adamant
    252 Atk, 252 Spd, 4 HP
    Any ability
    -Flare Blitz
    -Wild Charge
    -Close Combat/Crunch
    -Extremespeed

    Simple sweep set, really. No setup required, it's strong enough as is. Sunny Day is an option, though.

    Cloud Arcanine
    Arcanine@Heat Rock
    Timid/Modest
    252 SpAtk, 252 Spd, 4HP
    -Sunny Day
    -Solar Beam
    -Fire Blast
    -Morning Sun
    Easy set, relying on Sunny Day setup and Solar Beam and Fire Blast. Heat Rock allows for a longer Sun. Morning Sun allows 2/3 HP recovery in Sun, so is a must.

    Doubles/Triples
    Not recommended, as it is weak to SR, EQ, Surf and Rock Slide, which are extremely common in the multi spread.

    Pros/Cons
    +Very few pokemon can absolutely counter everything an Arcanine can use.
    +Nice variety, with Water and Rock counters.
    - Weak to SR.

    Verdict
    Arcanine is an absolute demon in the lower tiers, with awesome attacking stats, good speed and decent defenses. On top of that, it isn't predictable, and can run a wide variety of sets, incuding mixed sets and Roar abuse. Only downsides are that it is pure Fire, with common weaknesses. Partnering it with MegaZard Y or Ninetales can really benefit Arca, with a boost to Fire Blast and Solarbeam, or Flare Blitz. The versatility of Arca means that very few pokemon can absolutely wall Arcanine, with the entire movepool choice dealing neutral across the board, and can hit a large number of pokemon SE with at least one of its moves.
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  10. #10
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    Countering Arcanine

    As great as Arcanine is, it still has some very prominent flaws. While 90/80/80 defenses are slightly above average, that does not cut it in OU. With many prominent threats sitting at the Base 100+ Speed range, Arcanine stands a severe risk of being outright KO'd before it can do anything. Weaknesses to common attacking types like Ground, Rock and Water don't do Arcanine any favors either. Chip damage is another factor; the legendary pokemon is exposed to all entry hazards, including a crippling weakness to Stealth Rock. While physical Arcanine is immune to burns, it is still screwed over by other statuses. Poison damage on top of the Flare Blitz and Wild Charge and potential Life Orb damage gives Arcanine a shorter life span than Talonflame. And while Arcanine can deal with physical threats via Intimidate and Will-o-Wisp, special threats like Starmie can still easily floor Arcanine. Finally, Arcanine's lack of offense boosting hurts: unless it is running Life Orb or Choice Band it misses out on some important KOs against key threats.
    I was once routed by a Gengar who critted 4 times in a row on my team. Morale of the story; Crits happen and Sucker Punch is good Gengar repellent.



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  11. #11
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    Forgot to mention this in my first post...

    GameFreak added 10BST to every non-Eeveelution Kanto pokemon that evolves by an evolutionary stone, except Arcanine, Ninetales, Exeggutor and Starmie and Cloyster.. WHY? Were they seriously going like: "Okay.. These new pokemon are quite strong, we need to buff the oldies.. Lets add 10bst point to all pokemon that evolve by Moon Stone.. Okay, now everyone that evolves by Leaf Stone.. Oh, and Pikachu and Raichu, they evolve by Thunder Stone.. What did we have left.. Water Stone? That's Poliwrath right? Why not add the trade evolutions as well? Alakazam and Golem.. There. All done! "

    That 10BST extra in Speed would've made a WORLD of difference.. And I'm not kidding, it's the mainly the but almostexact same reason why M-Chomp actually gets far less usage then regular G-chomp, despite a 100bst increase not taking into account the lack of choice in item. 105 base Speed basically means outspeeding quite a few things that are otherwise simply better choices then Arcanine or effective counters: Haxorus, Entei, Ninetales, MC-X/Y, M-Khan, and a list full of actual legendary pokemon meaning it would actually do it's dex entry proud. It would bring Arcanine up to the likes of Rapidash and M-Pinsir, which could be very, very handy..

    Yes, I know people don't play with Rapidash all that much, but in honesty, it actually plays a lot like Flash Fire Arcanine - it just lacks Extreme Speed and a bit of bulk. It has quite the similar movepool though, instead of CC it gets Drill Run to deal with Rock and Steels. Oh, wait, did I say it speed ties with M-Pinsir? Hope to god they're using an Adamant variant and you get a clean OHKO when you're running JollyNine.

    But sadly, Arcanine only has 95 base speed, and that's why his use is primarily focused in the lower tiers.. Thus the main quirk remains its Extreme Speed, ironically.

    Also, Machamp gets NO love.. Alakazam gets a Mega and stat boost, Gengar gets a Mega, Golem gets a stat boost, but no love for the Champ? #totallyunrelatedrant..

    Quote Originally Posted by Ironthunder1604 View Post
    Stats:
    Arcanine eh? This guy is an offensive force to be reckoned with, boasting 110 Atk and 100 SpAtk, both of which are extremely usable. 95 Spd is also passable, capable of outrunning a good few 'mons still. A defensive spread of 90/80/80 isn't awesome, but it is usable.

    Movepool
    Physically, your options are Crunch, Outrage, Thunder Fang, Close Combat, Fire Fang, Flare Blitz, Extremespeed, Iron Head/Tail and Wild Charge. 7 types gives awesome coverage options, but recoil will shorten the usage span. Special-wise, Fire Blast, Dragon Pulse, Snarl, Solar Beam, and Heat Wave. Useful, but not entirely devastating. Still, could throw a surprise. Status-wise, it gets Roar, Sunny Day and Morning Sun. Nothing else needed, although Calm Mind would have been awesome.

    Abilities
    The choices here are Flash Fire, Justified and Intimidate. All three are fairly situational, relying on switching in to stop physical, Fire and Dark moves and boost off of the latter two. Personally, I'd use Flash Fire, for the immunity.

    Cloud Arcanine
    Arcanine@Heat Rock
    Timid/Modest
    252 SpAtk, 252 Spd, 4HP
    -Sunny Day
    -Solar Beam
    -Fire Blast
    -Morning Sun
    Easy set, relying on Sunny Day setup and Solar Beam and Fire Blast. Heat Rock allows for a longer Sun. Morning Sun allows 2/3 HP recovery in Sun, so is a must.

    Doubles/Triples
    Not recommended, as it is weak to SR, EQ, Surf and Rock Slide, which are extremely common in the multi spread.

    Pros/Cons
    +Very few pokemon can absolutely counter everything an Arcanine can use.
    +Nice variety, with Water and Rock counters.
    - Weak to SR.

    Verdict
    Arcanine is an absolute demon in the lower tiers, with awesome attacking stats, good speed and decent defenses. On top of that, it isn't predictable, and can run a wide variety of sets, incuding mixed sets and Roar abuse. Only downsides are that it is pure Fire, with common weaknesses. Partnering it with MegaZard Y or Ninetales can really benefit Arca, with a boost to Fire Blast and Solarbeam, or Flare Blitz. The versatility of Arca means that very few pokemon can absolutely wall Arcanine, with the entire movepool choice dealing neutral across the board, and can hit a large number of pokemon SE with at least one of its moves.
    I agree with the physical set, it's close to the one I posted, but I don't get why people are adamant on proposing special based variants. I'm taking your set as an example, but it really counts for some of the others as well - so please don't take this personally. Most sets consist of: Flamethrower/Blast, Solarbeam and then a combination of Sunny Day, Morning Sun, Dragon Pulse and Hidden Power. There are just too many flaws to this kind of set up, at least in singles - in doubles it would be straight up nonsensical. But you already say it's a bad move so again, this isn't directed at you specifically, aside from you calling it an easy set.

    - A. The reliance on Sunny Day/HeatRock: You use a valuable turn and the item slot. This gives you 8 turns of sun, but you're probably not going to last that long, because...
    - B. You're starting this battle at 75% most of the time due to SR. Unless you're switching into a Fire/Dark-type move, even a resisted move will give you more damage. You'll be forced to use Morning Sun in the second turn = highly predictable.
    - C. If you don't set Sunny Day, or god forbid you're sun is thwarted, you will be lacking in power, and need to charge for your coverage move.
    - D. The special movepool is lacking compared to the physical, the opponent will know what moves you are running and will counter you when you use Sunny Day.

    If you take these into account, then utilizing a Sunny Day Arcanine is really more then a bother then a threat. If you have something else that can set up Sunny Day, then sure go ahead, you can even add that third attacking move for more surprise factors, but relying on Arcanine to set Sun itself is an impromptu way of telling the opponent that you'll be using Morning Sun in the next turn to recover from switching in.

    That being said, physical variants obviously need to deal with entry hazards and their move/LO recoil as well and are just as forced to use Morning Sun within three turns.. I mean, what most often is the case I've had is that I bring Arcanine in to revenge kill with Extreme Speed and they bring in a counter with some racked up entry hazard damage. I have three choices.. Save Arcanine for another simple revenge kill, do I try to muscle through with a coverage move, with the potential easy KO for the opponent if I misjudge their speed? Or, do I switch and predict a switch to bring it in and restore with Morning Sun later when the hazards have racked up more damage on the opponents team?

    In doubles, you need either Ninetales or MC-Y, or a Prankster setter, both of which have access to the same type of set and are better at it. Ninetales doesn't need the waste a turn on Sunny Day, and instead can boost its stats with either Calm Mind, or Nasty Plot, while MC-Y takes more from SR, but runs the exact same set without needing Sunny Day, making running both pretty poor team building.

    What about triples and a Klefki setting Sun? Pair it with Arcanine and a bulky Chlorophyll spammer? Exeggcutor/Venusaur? Or give Whimsicott a try to set sun and then give you support through either Tailwind or something else, why, didn't the most recent PotW mention Beat Up+Justified? :P
    Last edited by Locormus; 19th May 2014 at 2:30 AM.
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  12. #12

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    Quote Originally Posted by Mestorn View Post
    Countering Arcanine

    As great as Arcanine is, it still has some very prominent flaws. While 90/80/80 defenses are slightly above average, that does not cut it in OU. With many prominent threats sitting at the Base 100+ Speed range, Arcanine stands a severe risk of being outright KO'd before it can do anything. Weaknesses to common attacking types like Ground, Rock and Water don't do Arcanine any favors either. Chip damage is another factor; the legendary pokemon is exposed to all entry hazards, including a crippling weakness to Stealth Rock. While physical Arcanine is immune to burns, it is still screwed over by other statuses. Poison damage on top of the Flare Blitz and Wild Charge and potential Life Orb damage gives Arcanine a shorter life span than Talonflame. And while Arcanine can deal with physical threats via Intimidate and Will-o-Wisp, special threats like Starmie can still easily floor Arcanine. Finally, Arcanine's lack of offense boosting hurts: unless it is running Life Orb or Choice Band it misses out on some important KOs against key threats.
    It is worth noting that Water and Rock types aren't always safe choices for Arcanine, due to its decent coverage options. For instance...

    252+ Atk Arcanine Wild Charge vs. 0 HP / 0 Def Starmie: 220-260 (84.2 - 99.6%) -- guaranteed 2HKO

    Starmie can take a huge chunk of HP on the switch, which when followed up by Extreme Speed, can put it out of its misery. With a Life Orb or Choice Band, it pushes it well into 1HKO territory. Even with Leftovers, Stealth Rock can turn it into a 75% chance for a 1HKO. It makes frail water types like Starmie fall more into the check category that being a true counter.

    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Bulkier water types tend to be safer counters for Arcanine. Suicune, Slowbro, and Quagsire all top the list.

    Suicune
    - Classic "Crocune", aka Sleep Talk Suicune, can take pretty much anything Arcanine throws at it, as even with a Choice Band Arcanine's chance of a 2HKO is low.

    252+ Atk Arcanine Wild Charge vs. 252 HP / 252+ Def Suicune: 126-150 (31.1 - 37.1%) -- guaranteed 4HKO after Leftovers recovery
    252+ Atk Choice Band Arcanine Wild Charge vs. 252 HP / 252+ Def Suicune: 188-222 (46.5 - 54.9%) -- 9% chance to 2HKO after Leftovers recovery

    Even with Life Orb, it's only a 3HKO. In addition, it doesn't mind burns from defensive sets thanks to Rest. Scald may not hit too hard without Calm Mind boosts, but it's still enough to 2HKO.

    4 SpA Suicune Scald vs. 252 HP / 4 SpD Arcanine: 192-228 (50 - 59.3%) -- 75.4% chance to 2HKO after Leftovers recovery

    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Slowbro - Slowbro's great physical bulk helps it shrug off the Wild Charges without much duress.

    252+ Atk Arcanine Wild Charge vs. 252 HP / 252+ Def Slowbro: 130-154 (32.9 - 39%) -- 10% chance to 3HKO after Leftovers recovery

    Thanks to Slack Off and Regenerator, it can keep its health up even if it gets burned by Will-o-Wisp, and Regenerator is handy for when it forces Arcanine out and has to switch out itself... Although it is worth noting that Choice Band Arcanine (which isn't that common, with about a 10% usage) has about a 2/3 chance to 2HKO Slowbro, so that is something to be wary of.

    252+ Atk Choice Band Arcanine Wild Charge vs. 252 HP / 252+ Def Slowbro: 194-230 (49.2 - 58.3%) -- 66% chance to 2HKO after Leftovers recovery

    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Quagsire - Quagsire's immunity to Electric means that Arcanine has to rely on Close Combat to do any kind of damage, and even then...

    252+ Atk Arcanine Close Combat vs. 252 HP / 252+ Def Quagsire: 102-121 (25.8 - 30.7%) -- 3.9% chance to 4HKO after Leftovers recovery

    ...Most Arcanine will just be switching out, since they won't want to stomach an Earthquake or Scald, especially after Close Combat's defensive drops. That said, Quagsire doesn't particularly appreciate a burn, so it has to watch out for that from defensive sets on the switch.

    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Chandelure - Chandelure can be an interesting answer to Arcanine as well, being immune to Flare Blitz, Will-o-Wisp, Close Combat, and Extreme Speed. Its low HP means it is 3HKO'ed by unboosted Wild Charge, and 2HKO'ed by Choice Band or Life Orb variants, so it does take a risk in the matter. Specs Chandelure can 2HKO with Shadow Ball, while Scarf Chandelure 3HKOs (although thanks to Wild Charge's recoil, it can often come out on top). There's even more of a risk to Chandelure if Arcanine carries Crunch; though uncommon (about 10-12% of Arcanine carry it), even an unboosted Crunch 2HKOs. Chandelure really preys on Choice Band Arcanine though, given it is immune to to so many of its attacks, and can switch in on an immunity and steal the momentum.

    252+ Atk Arcanine Wild Charge vs. 0 HP / 0 Def Chandelure: 105-124 (40.2 - 47.5%) -- guaranteed 3HKO

    252 SpA Chandelure Shadow Ball vs. 252 HP / 4 SpD Arcanine: 169-201 (44 - 52.3%) -- guaranteed 3HKO after Leftovers recovery

    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Blastoise - (Mega) Blastoise may seem like a tempting option, but standard Blastoise risks being 2HKO'd by Wild Charge on the switch.

    252+ Atk Arcanine Wild Charge vs. 252 HP / 0 Def Blastoise: 192-228 (53 - 62.9%) -- guaranteed 2HKO
    252+ Atk Arcanine Wild Charge vs. 252 HP / 0 Def Mega Blastoise: 164-194 (45.3 - 53.5%) -- 41% chance to 2HKO

    It does check Arcanine though, but unless it's running a physically defensive set, it can't claim to be a true counter.

    252+ SpA Mega Launcher Mega Blastoise Water Pulse vs. 252 HP / 4 SpD Arcanine: 398-470 (103.6 - 122.3%) -- guaranteed OHKO

    Of course, you're right on the money when it comes to the fact that Arcanine hates hazards of all kinds. In addition, its dependence on recoil/defense dropping attacks offsets its bulk somewhat. Stealth Rock and Arcanine's passive damage all add up, meaning that it might not live as long as you want it to.

    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Another problem Arcanine has isn't so much its counters, but rather, its competition from other fire types. There are a lot of really good fire types in the UU tier, and all of them have their advantages over each other which can give Arcanine a run for its money. For example, Darmanitan has the same speed tier, but packs considerably more power due to a base 140 attack stat and Sheer Force, in exchange for less bulk than Arcanine. Victini has a better speed tier, and better special bulk (its better physical bulk statistically is offset by Intimidate), and fires off a nuclear V-create, but has worse defensive typing. Chandelure breaks the mold by being the best specially based fire type in the tier, and has its Ghost typing for a very potent secondary STAB, although it's the slowest of the top tier UU fire types and its low HP hinders it as well. Entei has a slightly more attack and speed, and Sacred Fire's brutal 50% burn rate, but has a little bit less bulk than Arcanine. Finally, Rotom-H has pretty low HP, and a relatively shallow movepool, but a fantastic ability giving it a much needed immunity, in addition to a secondary typing that can fry its Water-type nemeses. Arcanine's advantages over the competition include its access to Intimidate, and Morning Sun for recovery. For this reason, it's the most physically bulky fire type in the UU tier, and the only one that can take on a defensive role viably.
    Last edited by KillerDraco; 24th May 2014 at 6:02 PM.
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  13. #13
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    Quote Originally Posted by superelectivire View Post
    It's Hot Outside
    Arcanine w/ Leftovers / Life Orb
    Ability: Justified / Intimidate / Flash Fire
    Nature: Modest / Timid
    Moves:
    Solarbeam
    Sunny Day / Hidden Power Ice
    Fire Blast
    Morning Sun
    EVs: 252 Atk / 252 HP / 4 Spd
    EVs: 252 Atk / 252 Def / 4 HP
    Overview: This set needs the sun. If you are going to run a Mega Charizard Y, you can get rid of Sunny Day for a hidden power. I chose Hidden Power ice because Solarbeam and Fire Blast are not-very-effective against Dragons. Morning Sun heals a lot in the sunlight, so you can heal. Fire Blast is very strong and has 100% accuracy in sunlight as well. Solarbeam provides good coverage against the types that are super-effective against this pokemon. Modest is good for power, and Timid can outspeed more pokemon. Leftovers can keep your bulk running, and Life Orb gives you more power, then you can heal. You can run EVs for Atk, Def, HP, or Speed.
    You meant Special Attack, right?
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  14. #14
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    Not a big fan of Arcanine. Honestly it is too overrated, being a Fire single typed is more a weakness than strenght, poor movepool where its best attacks are too risky due to recoil and there are a lot of other pokemon that overpower/speed him. But this is the build i'd use:

    The Legen... wait for it... doggie Pokemon
    Ability: Intimidate
    Item: Choice Band/Life Orb
    EV's: 252 Attack/Speed 6 HP
    Nature: Adamant or Jolly

    -Flare Blitz
    -Wild Charge
    -Extremespeed
    -Outrage/Close Combat/Morning Sun
    Wanted to put my team sprites here but I couldn't find some of them so I put this super badass Magikarps

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  15. #15
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    Ok! Something that ISNT completely uninspired! (seriously, i haven't done this in a month because all the pokemon have been LAAAAME.)

    RK9 (creative names are for scrubs!(not!))
    Lonely, Power Herb
    Intimidate/Flash Fire/ Justified (honestly, use what you want)
    -Flare Blitz
    -E-Speed
    -Close Combat
    -Solarbeam
    Holy Crud. this set is troll… to the max. Your enemy wants to fight you with a Rhypeirior? PSSSHHHh…. Solarbeam OHKOS, even if Lonely. Also, with the power herb, you can avoid making Sun a must. It won't win battles too often, and Wild Charge is far more consistent, but if in fear of Mega Blastoise, Slowbro, or Swampert, it can be worth a try.
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  16. #16
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    Quote Originally Posted by ajgrocks100 View Post
    Ok! Something that ISNT completely uninspired! (seriously, i haven't done this in a month because all the pokemon have been LAAAAME.)

    RK9 (creative names are for scrubs!(not!))
    Lonely, Power Herb
    Intimidate/Flash Fire/ Justified (honestly, use what you want)
    -Flare Blitz
    -E-Speed
    -Close Combat
    -Solarbeam
    Holy Crud. this set is troll… to the max. Your enemy wants to fight you with a Rhypeirior? PSSSHHHh…. Solarbeam OHKOS, even if Lonely. Also, with the power herb, you can avoid making Sun a must. It won't win battles too often, and Wild Charge is far more consistent, but if in fear of Mega Blastoise, Slowbro, or Swampert, it can be worth a try.
    Power Herb + Solarbeam is really risky. You get one good shot before you need Strong Sun. Plus, one bad prediction and you've blown your shot and, worst case scenario, activated Sap Sipper on something nasty like Miltank, Bouffalant, or Goodra.
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  17. #17

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    Quote Originally Posted by Kraleck View Post
    Power Herb + Solarbeam is really risky. You get one good shot before you need Strong Sun. Plus, one bad prediction and you've blown your shot and, worst case scenario, activated Sap Sipper on something nasty like Miltank, Bouffalant, or Goodra.
    If you play it right you only need one shot.

  18. #18
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    Quote Originally Posted by What does the Dephox say? View Post
    If you play it right you only need one shot.
    Very true. There are few Pokémon that can use Power Herb without too many issues, but Arcanine can pull it off well despite those issues. My biggest concern is when there are multiple Pokémon Weak to Grass that prevent Power Herb from shining. If Arcanine got Unburden, there would be less concern, but I see many Water Types with both higher Speed and plenty of power and I also see Stealth Rock far too often than I'd like to...
    Pokémon X Friend Safari: Snover, Bergmite, Piloswine.

    Ever see a Corsola 1-shot an Uber? Arceus bless Pokemon Stadium 2...
    WARNING: Strong profanity and extreme hilarity in this video. Viewer discretion and pointing-and-laughing advised.

  19. #19
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    Moveset

    Hotdog anyone?

    Arcanine @ Life Orb/Choice band
    Ability: Flash Fire/ Intimidate
    EVs: 252 Atk / 177 Spd / 79 HP
    Jolly Nature
    - Wild Charge
    - Flare Blitz
    - Crunch
    - Close Combat/ Extremespeed

    This set lets Arcanine outspeed a Choice Specs Chandelure and Mega Heracross while having some evs in hp to make sure it can use more Flare Blitzs and Wild charges without it fainting. Life orb is preferred over Choice band because Slowbro is used a lot in uu so you don't want to be locked into Flare Blitz when they switch into a Slowbro. Choice Band Wild charge does 45.1 - 53.2% to Slowbro who can easier switch back out and gain it's health back. Life orb Wild charge does 38.8 - 46.1% which is good if he switched in and even if he switch out you are not locked into Wild charge. Crunch lets you deal with Chandelure doing 84.6 - 100.7% without Stealth Rock up. Crunch does 59.5 - 70% to Victini and does 39.8 - 47% to a Mew with 252 hp and 252 defense evds. Flare Blitz lets you deal major damage to anything that don't resist it such as Donphan with 252 hp and 252 defense evds deals 40.8 - 48.6% which is not bad. Flare Blitz deals with steel types like Jirachi and grass types like Celebi who are common in the uu tier.

    Double battle

    Arcanine should be teamed up with any pokemon that can use heat wave and Lava plume. The best pokemon to team him up with is Charizard Y who can boost his fire move with the sun and use heat wave to abuse flash fire ability.

  20. #20
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    Arcanine's Neutral Nature Stats
    - At Lv. 50, Arcanine already has 82-132 Speed. That's darn fast!
    - At LV. 100, Arcanine grows way more HP than Attack since its base stats, which is starting to make Arcanine pretty much like a TANK.
    Arcanine's Move Sets
    - At Lv. 34, Arcanine has Extreme Speed, which can also help with some Pokemon that can be faster by using Quick Attack or simply their stats, such as Rayquaza.
    - TM11 (Sunny Day) can be used on Arcanine, which can boost Fire-Type moves and have a 1-turn hit with Solar Beam and other Moves. TM22 (Solar Beam) can be used on Arcanine! Woah, unbelievable! Water-Types might not be lucky against Arcanine!
    - TMs such as TM43 (Flame Charge) and TM100 (Confide) can bring some really good advantages to Arcanine's stats, such as TM43 can raise Arcanine'sSpeed and TM100 can lower the opponent's Sp. Atk, which can help because of Arcanine's slightly low Sp. Def.

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  21. #21
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    Quote Originally Posted by Snivy18 View Post
    Arcanine's Neutral Nature Stats
    - At Lv. 50, Arcanine already has 82-132 Speed. That's darn fast!
    - At LV. 100, Arcanine grows way more HP than Attack since its base stats, which is starting to make Arcanine pretty much like a TANK.
    Arcanine's Move Sets
    - At Lv. 34, Arcanine has Extreme Speed, which can also help with some Pokemon that can be faster by using Quick Attack or simply their stats, such as Rayquaza.
    - TM11 (Sunny Day) can be used on Arcanine, which can boost Fire-Type moves and have a 1-turn hit with Solar Beam and other Moves. TM22 (Solar Beam) can be used on Arcanine! Woah, unbelievable! Water-Types might not be lucky against Arcanine!
    - TMs such as TM43 (Flame Charge) and TM100 (Confide) can bring some really good advantages to Arcanine's stats, such as TM43 can raise Arcanine'sSpeed and TM100 can lower the opponent's Sp. Atk, which can help because of Arcanine's slightly low Sp. Def.
    This entry is like a REALLY BAD TV AD!

    I can see it now-

    But thats NOT ALL! Arcanine can get CLOSE COMBAT to Punch his foes into submission!
    3DS: 0387-9436-2508: Friend Safari has Magmar, Ninetails, and Charmelon!
    PM meh. btw.


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    and now skrelp!

  22. #22
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    Quote Originally Posted by ajgrocks100 View Post
    This entry is like a REALLY BAD TV AD!

    I can see it now-

    But thats NOT ALL! Arcanine can get CLOSE COMBAT to Punch his foes into submission!
    But if you call now and get one with an Adamant or Jolly nature, you can get yours with Wild Charge! Charge those watery foes into submission!
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