Arcanine (Analysis)

Birkal

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I'll add more options for teammates and counters, sure!

Also, I've been looking back into Crunch as a slash to ExtremeSpeed. On the Choice Band set, Crunch can take about 77-90% of 252 / 4 Latias and even more to Latios. It has a 57% chance of OHKOing with Crunch if they're running only 4 HP EVs. It also prevents Chandelure and Golurk from completely walling it. I'm gonna change the topic title to alert some QCs of this. I'd like to make the following change on the fourth moveslot:

ExtremeSpeed / Crunch / Morning Sun

I feel that Crunch might even be more viable than Morning Sun due to the constant weather wars that could take away any recovery it might receive. So once this gets approval or denied from a QC member, I'll finish up the analysis real quick and be ready for GP checks!
 
No mention of Will-O-Wisp, or a defensive set at all?
Sure the physical attacker is the primary choice, but Arcanine can absolutely cripple many physical threats with both Intimidate and Will-O-Wisp. At least in theorymon that is. But in practical use idk how it'd fare against the likes of Excadrill and Landorus with their EQs of doom.
 
Looks good. Something that doesn't really show up in this is that you need to watch your spacing. For instance, only one space in between two sentences. It should go [period][space][capital letter]. If you learned two spaces, that's a holdover from the era of typewriters and fixed-width typesetting.

[Overview]

<p>While Arcanine played a significant role in last generation’s UU, with its impressive base stats and workable movepool, played a significant role in last generation’s UU, fifth generation has given the original fire pup some unique tools to establish its name as a force to be reckoned with in OUelf in OU as a force. With access to Flash Fire, Arcanine is effectively able to switch into many common threats and add authority to its mighty Fire-type STAB with both physical and special attacks. With sunlight playing an active role in the current meta game, Arcanine’s Fire-basedtype attacks become absurdly powerful, while its main source of recovery, Morning Sun, garners up to 2/3regains up to two-thirds of its maximum HP. Defensive tools like Intimidate and Will-O-Wisp do much to help the dog’s middling base 80 defenses as well.</p>

<p>Yet, Arcanine still faces some of the same issues that hindered its performance in the past. Stealth Rock and Spikes, although not as prevalent this generation, still hits hard on any Arcanine hoping to switch in for an easy Flash Fire boost. Its movepool, although expanded with options likesuch as Wild Charge and Close Combat, is still rather limited and predictable. Nevertheless, when played with some strategy and foresight, Arcanine is able to hit hard against prevalent, Steel-type threats, while surviving hard-hitting blows with its own defensive bulk.</p>


[SET]
Name: Physical Attacker
Move 1: Flare Blitz
Move 2: Close Combat
Move 3: Wild Charge
Move 4: Extremespeed / Morning Sun
Item: Life Orb / Choice Band
Ability: Intimidate / Flash Fire
Nature: Adamant / Jolly
EVs: 4 HP / 252 Atk / 252 Spe


<p>The aboveis set takes full advantage of Arcanine's new tools in the fifth generation. Flare Blitz is its STAB move of choice, comrunning off of Arcanine's solid 110 Base Attack, which is only surpassed by Darmanitan in terms of OU Fire-types. Under sunlight and with a Flash Fire boost, Flare Blitz transforms Arcanine into an offensive juggernaut who will not only dent foes that resist it while simultaneously, but also nullifying all Fire-type threats who desiretrying to abuse the sunlight. Close Combat hits hard on both Blissey and Tyranitar, while Wild Charge can catch Water-types like, such as Jellicent and Tentacruel, off guard. The last moveslot can be filled with ExtremeSpeed if you lack a priority move elsewhere in your team. Morning Sun, on the other hand, increases Arcanine's longevity, especially if your team is Sun-based.</p>


[ADDITIONAL COMMENTS]

<p>While Fire Blast could be considered if Arcanine is having issues with physical walls, Flare Blitz is generally the optimal choice for a Fire-type STABmove. It focmakes uses onf Arcanine's better Attack stat while hitting more consistently than Fire Blast and its lackluster accuracy. Also, refrain from using Morning Sun along with a Choice Band set; keep it solely in tandem with Life Orb to recover from residual damage. At base 95 Speed, Arcanine doesn't face much competition with sPokemon with lower base speed stats, so Adamant is preferred, to provide a greatermore offensive presence. In terms of abilities, Intimidate is superior by, as it helpings Arcanine survive longer against powerful threats and residual damagehysical threats [COMMENT: Intimidate does nothing to stop residual damage, only direct damage]. Flash Fire is worth considering if your team suffers from a Fire-type weakness, as the boost helps itArcanine hit even harder. The given EVs maximize Arcanine's offensive force by allowing it to hist as quickly and powerfully as possible. This set piles on damage quickly, so Wish-supportpassers and Rapid Spinn users make for solid teammates into lengthening Arcanine's lifespan.


[OTHER OPTIONS]

<p>Arcanine has the potential to run a Special Attacker set, with its plausiuseable base 100 Special Attack stat. Options include Fire Blast, Hidden Power Grass /or Electric, and Dragon Pulse. However, there are many other Fire-types who fulfill this role with greater skill, including Infernape and Victini. Toxic is possible if you're looking for team support, although Arcanine normally appreciates the support of its wide movepool to hit offensively. Solarbeam is a good way of attacking Gastrodon and Quagsire, but its dependence on the weather makes it subpar. Besides, Grass-types will be able to take on bulky Water-type threats a lot better under sunlight.</p>

<p>Crunch is a viable option if Chandelure is giving your team lots of grief, but it is simply too rare of a threat to take up one entire moveslot. Flame Charge, Agility, and Howl all go towards boosting Arcanine's stats, but don't do it many favors; its time is better spent all out attacking opponents with its vast movepool.</p>


[CHECKS AND COUNTERS]

<p>Thanks to new moves like, such as Wild Charge and Close Combat, Arcanine can take outn bulky Water-types and Rock-types, respectively. However, the flame dog faces many challenges that will hinder its longevity. Any eEntry hazards and weather, with the exception of sunlight,sandstorm hinder Arcanine by adding on even more residual damage. Speaking of extra damage, the recoil from Flare Blitz and Wild Charge certainly won't do any favors, particularly with Life Orb. Once Arcanine has given a few hits and sustained some recoil, it can be easily be taken out by quicker threats such as Garchomp, Gengar, and Latios. In the same vein, most anything that outspeeds Arcanine will likely kill it. Mach Punch Conkeldurr and Fake Out / U-Turn Meinshao have the power to bring its HP down quickly.</p>

<p>Furthermore, Arcanine faces issues with being walled. It has trouble OHKOing Skarmory and Defensive Metagross even with a combination of Flare Blitz and Life Orb. Bulky waters like [COMMENT: Uh, what? Physically Defensive Skarm takes 86% minimum from Adamant LO Flare Blitz, making it almost a guaranteed OHKO with rocks, while 252/0 Metagross takes 109% minimum from the same. And I don't think dishing out 86% minimum on Skarm's physically defensive set qualifies as "having trouble" against it.]. Bulky waters, such as Jellicent and Tentacruel, are difficult to 2HKO, even with Stealth Rock support. Ground / WaterWater- or Ground-type Pokemon provide specific problems with resisting Fire-type Attacks and laughing off any Wild Charge attacks, respectively.</p>


[DREAM WORLD]

<p>Arcanine receives the ability Justified through the Dream World. While it allows for some interesting switch-ins to Dark-type moves, it is simply too gimmicky to be appliused consistently. Its other two abilities are far superior in assisting Arcanine's rise to power.</p>


Add
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GP Approved 1/2
 
No mention of Will-O-Wisp, or a defensive set at all?
Sure the physical attacker is the primary choice, but Arcanine can absolutely cripple many physical threats with both Intimidate and Will-O-Wisp. At least in theorymon that is. But in practical use idk how it'd fare against the likes of Excadrill and Landorus with their EQs of doom.
I honestly have to agree with at least some mention of a defensive set for Arcanine. Physically defensive Arcanine kind of sucks in this meta, but specially defensive can actually stand up to threats like Reuniclus, Volcarona, Virizion, Gengar, Scizor, etc and doesn't do half bad at keeping stuff like Jellicent and defensive Rotom-W in check as well. Drought, because it's going to remain unbanned, increases Arcanine's defensive potential, giving it a much easier time handling more offensively-inclined threats such as Starmie and Latios (well, given that I rarely see anyone run Grass Knot > Surf). Something like 252/252 Careful with Flare Blitz|Morning Sun|Roar|Crunch might work - aside from a few problems with status and entry hazards, an OO mention is definitely deserving.
 

Birkal

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I'm going to move this back to Quality Control. I'm gonna do some investigations on Crunch Arcanine and Specially Defensive Arcanine. If anyone has any input, that'd be incredibly helpful. QCs, your words of advice are especially needed. Thank you.
 
Unofficial GP check.

REMOVE
ADD

[Overview]

<p>While Arcanine played a significant role in last generation’s UU with its impressive base stats and workable movepool, the fifth generation has given the original fire pup some unique tools to establish its name as a force to be reckoned with in OU. With access to Flash Fire, Arcanine is effectively able to switch into many common threats and add authority threaten opponents to with its mighty Fire-type STAB with both physical and special attacks threaten them with physical and special Fire-type STAB. With sunlight playing an active role in the current meta game, Arcanine’s Fire-based attacks become absurdly powerful while its main source of recovery, Morning Sun, garners heals up to 2/3 of its HP. Defensive tools like Intimidate and Will-O-Wisp do much to help offset the dog’s middling base 80 defenses as well.</p>

<p>Yet However, Arcanine still faces some of the same issues that hindered its performance in the past previous generations. Stealth Rock and Spikes, although not as prevalent this generation, still hits hard badly hurts on any Arcanine hoping to switch in for an easy Flash Fire boost. Its movepool, Aalthough expanded with options like Wild Charge and Close Combat, Arcanine's movepool is still rather limited and predictable. Nevertheless, when played with some strategy and foresight, Arcanine is able to hit hard against prevalent, Steel-type threats while surviving hard-hitting blows with its own defensive bulk.</p>


[SET]
Name: Physical Attacker
Move 1: Flare Blitz
Move 2: Close Combat
Move 3: Wild Charge
Move 4: Extremespeed / Morning Sun
Item: Life Orb / Choice Band
Ability: Intimidate / Flash Fire
Nature: Adamant / Jolly
EVs: 4 HP / 252 Atk / 252 Spe


<p>The above set takes full advantage of Arcanine's new tools in the fifth generation. Flare Blitz is its the STAB of choice, coming off of Arcanine's solid 110 Base Attack, which is only surpassed by Darmanitan in terms of the pool of OU Fire-types. Under sunlight and with a Flash Fire boost, Flare Blitz transforms Arcanine into an offensive juggernaut who will dent all foes, even those that resist it. While sSimultaneously, it nullifying nullifies all Fire-type threats who desire to abuse the sunlight. Close Combat hits hard on both Blissey and Tyranitar while Wild Charge can catch Water-types like Jellicent and Tentacruel off guard. The last moveslot can be filled with ExtremeSpeed if you lack a priority move elsewhere in your team, giving Arcanine the ability to revenge weaker foes. Morning Sun, on the other hand, increases Arcanine's longevity, especially if your team is Sun-based and heals a lot of HP in the sun.</p>


[ADDITIONAL COMMENTS]

<p>While Fire Blast could be considered if Arcanine is having issues with physical walls, Flare Blitz is generally the optimal choice for a Fire-type STAB. It focuses on Arcanine's better superior Attack stat while hitting more consistently than and avoids the issues with Fire Blast's and its lackluster accuracy. Also, refrain from using don't use Morning Sun with a Choice Band set;. keep Utilize it solely in tandem with Life Orb to recover from residual damage. At With base 95 Speed, Arcanine doesn't face much competition with slower base speed stats tiers, so Adamant is the preferred nature to provide a greater offensive presence. In terms of abilities, Intimidate is the superior ability by helping Arcanine survive longer against powerful threats and residual damage. Flash Fire is worth considering if your team suffers from a Fire-type weakness, as the boost helps it Arcanine hit even harder. The given EVs maximize Arcanine's offensive force sweeping abilities by allowing it to his hit as quickly and powerfully as possible. This set piles on damage quickly cannot survive for long, so Wish-supporters and Rapid Spinners make for solid teammates in lengtheningthat help lengthen Arcanine's lifespan.


[OTHER OPTIONS]

<p>Arcanine has the potential to run a Special Attacker set with its plausible decent base 100 Special Attack stat. Options include Fire Blast, Hidden Power Grass / Electric, and Dragon Pulse. However, there are many other Fire-types who fulfill this role with greater skill, are better Special Attackers including Infernape and Victini. Toxic is possible an option if you're looking for a team support set, although but Arcanine normally appreciates the support of its wide movepool to hit offensively typically uses its wide movepool to fight more offensively. Solarbeam is a good way of attacking dealing with Gastrodon and Quagsire, but its dependence on the weather makes it a subpar choice. Besides, Grass-types will be able to take on bulky Water-type threats a lot better under sunlight. Under sunlight, Arcanine can rely on its Grass-type teammates to quickly take out bulky waters. </p>

<p>Crunch is a viable option if Chandelure is giving your team lots of grief a major threat to your team, but it is simply too rare of a threat to take up one entire a valuable moveslot. Flame Charge, Agility, and Howl all go towards boosting can boost Arcanine's stats, but don't do it many favors; its time is better spent all out attacking opponents with its vast movepool. it takes away from Arcanine's coverage.</p>


[CHECKS AND COUNTERS]

<p>Thanks to new moves like Wild Charge and Close Combat, Arcanine can take out bulky Water-types and Rock-types respectively. However, the flame fiery dog faces many challenges that will hinder its longevity. Any eEntry hazards and weather, with the exception of sunlight, hinder Arcanine by adding on even more severely with residual damage. Speaking of extra damage, tThe recoil from Flare Blitz and Wild Charge certainly won't do any favors, particularly with coupled with Life Orb prevent Arcanine from staying around for long. Once Arcanine has given a out few hits and sustained taken some recoil damage, it can be easily taken out by quicker threats such as Garchomp, Gengar, and Latios. In the same vein, almost anything that outspeeds Arcanine will likely kill it. Mach Punch Conkeldurr and Fake Out / U-Turn Meinshao Mienshao have the power to bring its HP down quickly knock it out.</p>

<p>Furthermore, Arcanine faces issues with being walled certain walls. It has trouble OHKOing Skarmory and Defensive Metagross even with a combination of Flare Blitz and Life Orb. Bulky waters like Jellicent and Tentacruel are difficult to 2HKO, even with Stealth Rock support. Ground / Water Pokemon such as Gastrodon and Quagsire 4x resist Fire-type attacks and are immune to Wild Charge provide specific problems with resisting Fire-type Attacks and laughing off any Wild Charge attacks.</p>


[DREAM WORLD]

<p>Arcanine receives the ability Justified through the Dream World. While it allows for some interesting switch-ins to Dark-type moves, it is simply too gimmicky to be applied consistently. Its other two abilities are far superior in assisting Arcanine's rise to power choices.</p>
 

Bloo

Banned deucer.
In the previous Arcanine thread, wilson46 summed up why Special Defensive Arcanine shouldn't receive an analysis.

The set comments of The Specially Defensive say the set is used to counter Sun teams, but they are relatively uncommon (and you're probably using Arcanine on your own Sun team, so why take away it's strong attacking power?). Also, is the set built and based on countering Venusaur or something? (with so many points on how to beat Venusaur)

The set seems to be unable to beat a lot of the major special attackers out there, such as Latios, Reuniclus, and Thundurus to name a few. This also gets walled by common pokemon like Tyranitar (who also strips away the sun and limits Morning Sun), Rotom-W, and any Dragon type, while you fail to do anything significant to these pokemon outside of status-ing them. At least with the choice band set you could smack anything hard with a Flare Blitz or use coverage moves to hit common checks (Close Combat on Tyranitar for example). So I'm not totally sure the set is viable, unless it does something really well that I'm missing.
In addition to wilson's comments, Heatran is a better Fire-type than Arcanine when it comes to going specially defensive, due to the lack of SR weaknesses and added resistances. Simply mention Specially Defensive Arcanine in OC, while making sure to explain why it has a hard time in OU. If you want to use Arcanine in OU, go the offensive route, not the defensive one.

I suppose you could slash Crunch next to ExtremeSpeed. Morning Sun isn't all that useful with weather everywhere, so why not. Mention Morning Sun in AC instead of slashing it, though.

Moving this back to copy-editing.
 

Birkal

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After a bunch of testing, I can fully agree that Specially Defensive Arcanine doesn't have much of a home in OU. With all the weather flying about, its difficult to make the situations perfect for Arcanine to shine in such a role. If that's a set you want to use, try your luck in UU.

I've slashed Crunch next to ExtremeSpeed and put Morning Sun in additional comments. This is ready for GP checks! Thanks for your patience.
 

Birkal

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<p>To alleviate some of these issues, certain teammates can be utilized. Defensively speaking, Bronzong and Rotom-W make excellent partners as they are immune to Ground-type attacks and resist another one of Arcanine's weaknesses. In return, Arcanine covers their Fire and Grass-type weaknesses respectively. Ferrothorn makes for a great defensive comrade with its stellar ability to combat Rain-based teams, while Flash Fire Arcanine appreciates the boost. On the offense, Arcanine works well with Grass-types to combat bulky waters. Rain also hurts Arcanine's chances to OHKO with Flare Blitz, so Ninetales and, to an extent, Tyranitar, can alleviate stress.</p>
I added this entire paragraph to detail ideal teammates... If you can think of some others you'd like added, feel free to suggest them!

Furthermore, I wrote to TA, who originally GP checked my analysis, and asked him if he wanted to make any more changes now that I've switch up a few paragraphs and added an entirely new one.
 

bugmaniacbob

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Oh, I missed that. The teammate options should go in Additional Comments, not Checks and Counters. Though, I'm not sure Tyranitar is a great idea since Arcanine has a serious weakness to passive damage.

You should still implement TA's check though - since he's already stamped it you should assume that the check is complete unless he says otherwise
 
Sorry for the delay. Implement whatever of the check is relevant; I'll re-read the analysis and update this post with whatever has changed. But that check, plus this post, will serve as one combined check.
 

jc104

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<p>While Arcanine, with its impressive base stats and workable movepool, played a significant role in last generation’s UU, fifth generation has given the original fire pup some unique tools to establish itself as a force in OU as a force. With access to Flash Fire, Arcanine is effectively able to switch into many common threats and add authority to its mighty Fire-type STAB with both physical and special attacks. With In sunlight, which playing plays an active role in the current metagame, Arcanine’s Fire-type attacks become absurdly powerful while its main source of recovery, Morning Sun, regains up to two-thirds of its maximum HP. Defensive tools like Intimidate and Will-O-Wisp help the dog’s middling base 80 defenses as well.</p>

<p>Yet, Arcanine still faces some of the same issues that hindered its performance in the past. Stealth Rock and Spikes, although not as prevalent this generation, still hit hard any Arcanine hoping to switch in for an easy Flash Fire boost. Its movepool, although expanded with options such as Wild Charge and Close Combat, is still rather limited and predictable. Nevertheless, when played with some strategy and foresight, Arcanine is able to hit hard against prevalent Steel-type threats, while surviving hard-hitting blows with its own decent
defensive bulk.</p>


[SET]
Name: Physical Attacker
Move 1: Flare Blitz
Move 2: Close Combat
Move 3: Wild Charge
Move 4: Extremespeed / Crunch
Item: Life Orb / Choice Band
Ability: Intimidate / Flash Fire
Nature: Adamant / Jolly
EVs: 4 HP / 252 Atk / 252 Spe


<p>This set takes full advantage of Arcanine's new tools in the fifth generation. Flare Blitz is its STAB move of choice, running off Arcanine's solid 110 Base Attack— only surpassed by Darmanitan in terms of common OU Fire-types. Under sunlight and with a Flash Fire boost, Flare Blitz transforms Arcanine into an offensive juggernaut who will not only dent foes that resist it, but also nullify all Fire-type threats trying to abuse the sunlight. Close Combat hits hard on both Blissey and Tyranitar while Wild Charge can catch Water-types, such as Jellicent and Tentacruel, off guard. The last moveslot can be filled with ExtremeSpeed if you lack a priority move elsewhere in your team. Crunch, on the other hand, increases Arcanine's chances of taking out threats that resist its STAB, namely Latios and Chandelure.</p>


[ADDITIONAL COMMENTS]

<p>While Fire Blast could be considered if Arcanine is having issues with physical walls, Flare Blitz is generally the optimal choice for a Fire-type move. It makes use of Arcanine's better Attack stat while hitting more consistently than Fire Blast and its lackluster accuracy. Morning Sun is also an option, helping Arcanine to recover from residual damage;
Also, refrain from using Morning Sun along with Choice Band, however keep it solely in tandem with Life Orb to recover residual damage. At base 95 Speed, Arcanine doesn't face much competition with Pokemon with lower base speed, so Adamant is preferred, to provide more offensive presence. In terms of abilities, Intimidate is superior, as it helps Arcanine survive longer against physical threats. Flash Fire is worth considering if your team suffers from a Fire-type weakness, as the boost helps Arcanine hit even harder. The given EVs maximize Arcanine's offensive force by allowing it to hit as quickly and powerfully as possible. This set piles on succumbs to damage quickly, so Wish-passers and Rapid Spin users make for solid teammates to lengthen increase Arcanine's lifespan.


[OTHER OPTIONS]

<p>Arcanine has the potential to run a Special Attacker set, with its useable base 100 Special Attack stat. Options include Fire Blast, Hidden Power Grass or Electric, and Dragon Pulse. However, there are many other Fire-types who fulfill this role better
with greater skill, including Infernape and Victini. Toxic is possible if you're looking for team support, although Arcanine normally likes to hit hard with its wide attacking movepool appreciates its wide movepool to hit offensively. Solarbeam is a good way to attack of attacking Gastrodon and Quagsire, but its dependence on the weather makes it subpar. Besides, Grass-types will be able to take on bulky Water-type threats a lot better under sunlight.</p>

<p>Morning Sun is a great option for taking care of residual damage, but its usefulness depends significantly on the
state of weather on the battlefield. Flame Charge, Agility, and Howl all go towards boosting Arcanine's stats, but don't do it many favors; its time is better spent attacking opponents with its vast movepool.</p>


[CHECKS AND COUNTERS]

<p>Thanks to new moves, such as Wild Charge and Close Combat, Arcanine can take on bulky Water-types and Rock-types, respectively. However, the flame dog faces many challenges that will hinder its longevity. Entry hazards and sandstorm hinder Arcanine by adding on even more residual damage. Speaking of extra damage, the recoil from Flare Blitz and Wild Charge certainly won't do any favors, particularly with Life Orb. Once Arcanine has dealt out
given a few hits and sustained some recoil, it can easily be taken out by quicker threats such as Garchomp, Gengar, and Latios. In the same vein, almost anything that outspeeds Arcanine will likely kill it. Mach Punch Conkeldurr and Fake Out / U-Turn Meinshao have the power to bring its HP down quickly.</p>

<p>Furthermore, Arcanine faces issues with being walled. Bulky waters, such as Jellicent and Tentacruel, are difficult to 2HKO, even with Stealth Rock support. Especially troublesome are Water/Ground types, who resist Fire-type attacks while laughing at Wild Charge
Water- or Ground-type Pokemon provide specific problems with resisting Fire-type Attacks and laughing off any Wild Charge, respectively. Without Stealth Rock support, Arcanine will fail to OHKO Physically Defensive Skarmory, even with a combination of Life Orb and STAB Flare Blitz.</p>

<p>To alleviate some of these issues, certain teammates can be utilized. Defensively speaking, Bronzong and Rotom-W make excellent partners as they are immune to Ground-type attacks and resist another of the types to which Arcanine is weak
one of Arcanine's weaknesses. In return, Arcanine covers their Fire- and Grass-type weaknesses respectively. Ferrothorn makes for a great defensive comrade with its stellar ability to combat rain-based teams, while Flash Fire Arcanine especially appreciates the Fire-type attacks aimed at it the boost. On the offense Offensively, Arcanine works well with Grass-types to combat bulky waters. Rain also hurts Arcanine's chances to OHKO with Flare Blitz, so Ninetales and Sunny Day users can alleviate stress.</p>


[DREAM WORLD]

<p>Arcanine receives the ability Justified through the Dream World. While it allows for some interesting switch-ins to Dark-type moves, it is simply too gimmicky to be used consistently. Its other two abilities are far superior in assisting Arcanine's rise to power.</p>
GP 2/2
 

supermarth64

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2 things to say:

1) If both abilities are viable, there should be no ability tag.
2) Stealth Rock is as prevalent as always and because of the introduction of Ferrothorn, Spikes has gotten much easier to set up. Therefore, "Stealth Rock and Spikes, although not as prevalent this generation," should be removed IMO.
 

Birkal

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Implemented GP Check 2 and marking this as done! Sorry it took so long. Methinks its best that we had some time to test a more bulky Arcanine.

2 things to say:

1) If both abilities are viable, there should be no ability tag.
2) Stealth Rock is as prevalent as always and because of the introduction of Ferrothorn, Spikes has gotten much easier to set up. Therefore, "Stealth Rock and Spikes, although not as prevalent this generation," should be removed IMO.

I dunno what Smogon's official ruling is on the ability tag, so I'll just leave up both until I hear confirmation.

I've removed the segment that you've requested. The metagame was a little bit different at the start of the generation, but even then entry hazards weren't lacking. Good catch!
 

prem

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that if both abilities are useful, you remove that section; and that if you have no specific recommendations for IVs, you delete that section entirely.</p>
official confirmation given
 
[SET]
name: Physical Attacker
move 1: Flare Blitz
move 2: Close Combat
move 3: Wild Charge
move 4: ExtremeSpeed / Crunch
item: Life Orb / Choice Band
ability: Intimidate / Flash Fire
nature: Adamant / Jolly
evs: 4 HP / 252 Atk / 252 Spe
[ADDITIONAL COMMENTS]

<p>While Fire Blast could be considered if Arcanine is having issues with physical walls, Flare Blitz is generally the optimal choice for a Fire-type move. It makes use of Arcanine's better Attack stat while hitting more consistently than Fire Blast and its lackluster accuracy. Morning Sun is also an option, helping Arcanine to recover from residual damage; refrain from using Morning Sun along with Choice Band, however. At base 95 Speed, Arcanine doesn't face much competition with Pokemon with lower base speed, so Adamant is preferred to provide more offensive presence. In terms of abilities, Intimidate is superior, as it helps Arcanine survive longer against physical threats. Flash Fire is worth considering if your team suffers from a Fire-type weakness, as the boost helps Arcanine hit even harder. The given EVs maximize Arcanine's offensive force by allowing it to hit as quickly and powerfully as possible. This set succumbs to damage quickly, so Wish-passers and Rapid Spin users make for solid teammates to increase Arcanine's lifespan.</p>
It also is [Other Options] and [Checks and Counters] and [Dream World]
 

Birkal

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I've made changes to suit the requests of the above two posts. Thanks for the help!
 
I have really been liking the Physical attacker set although I aim to hit 280 speed just enough to outpace base neutrel natured base 90 pokes. Also Arcanine is my favorite poke so I thought this should be the first analysis I check out. Ohh and nice job Birkal
 

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