Arcanine. AKA The "1st" Legendary Pokemon. AKA Fire Doge. AKA WOOF. AKA MacFluffy. AKA In-Game Archer. AKA ALOE VERA PUPPER
Alright then. With the lack of Fire-type Pokemon in the Alolan Dex, players have only a few options to consider for this rather critical slot. The new VGC 17 format has been rather kind to the Fire-type Arcanine as it stands out as one of the best offensive and defensive options against opposing VGC teams. To start out, Arcanine has a remarkably high BST for a 1st-Stage-Only Pokemon with a respectable 110 Atk / 110 SpA / 95 Spe for offense and 90 HP / 80 Def / 80 SpDef for overall bulk. Both offensive stats for Arcanine are great to make use of either a physical or special attacking variant, though lacks a strong movepool to abuse can hurt at times. Much of Arcanine's main physical movepool usage consist of the STAB Flare Blitz, coverage options (Wild Charge, Close Combat, Crunch), and priority in Extreme Speed. In terms of speed, base 95 Spe is rather above average as Arcanine is capable of outpacing a good chunk of the format when invest, though is outspeed by faster threats such as Garchomp or Tapu Koko.
From a support standpoint, Arcanine is viewed as one of the best "splashable" Pokemon in the current VGC format given its naturally above high average defensive stats with access to a decent support coverage to assist its team. One of Arcanine's best saving grace is the capability of switching into numerous resisted types and most notably the Intimidate ability to suppress opposing physical attackers' damage. If that weren't enough, Arcanine's support coverage is rather strong with moves like Snarl / Will-O-Wisp to hinder opposing physical/special damage output, powerful Special Fire-type attacks ( Overheat / Burn Out / Heat Wave ), and other random decent coverage options ( Morning Sun / Roar / Helping Hand ) for niche roles. On this note, Arcanine is one of the best Firium Z users abuse its strong Fire-type options like Z-Flare Blitz or Z-Overheat to pin down or deal heavy damage against most super effective or neutral targets.
While Arcanine is a fairly popular and strong choice in this VGC format, the Fire-type doge still suffers some notable weaknesses. Despite Arcanine resists a good number of Pokemon with its Fire-typing, it is weak to opposing Water-, Ground-, and Rock-type Pokemon, which all three type easily pressure. Said this before, though remind everyone that Arcaine's movepool is still rather limited exclusively to a select number of moves. The special movepool is almost non-existent with Arcanine having to rely heavily on its special Fire-type movepool (and some niche options) and a physical movepool that's predictable at best. On a final note, Arcanine's BST is only above average at best given none of its stats "stand out" compared to other mons which has one notably stat.
Even with these notable flaws, Arcanine still finds a role to fit on almost any team archetype given how its only few "Fire-type" Pokemon which nautrally high stats, high support / disruption value, a strong defensive Ability Intimidate, and its unpredictability despite its limited movepool. Keep in mind, there's a rise of powerful Fairy-, Steel-, Ice-, Grass-, and Bug-type Pokemon with the new Alola Dex, and almost all of these Pokemon are weak or held down by Arcanine itself. To put this perspective, there isn't even a few Pokemon who can check / counter threats like Alolan Ninetales, Tapu Bulu, Kartana, Metagross, Celesteela, Pheromosa, etc as well as Arcanine for both a defensive and offensive point. Arcanine's main use in this format is not only due to its the lack of strong Fire-types, rather the need to fill a necessary void in placing some of the most used Pokemon in check with its STAB Fire-type attacks or support options.
Arcanine
Type:
Base Stats: 90 HP / 110 Attack / 80 Defense / 100 Special Attack / 80 Special Defense / 95 Speed
Weaknesses: x2 x2 x2
Resistances: x0.5 x0.5 x0.5 x0.5 x0.5 x0.5
Immunities: None (except with Flash Fire ability is immune to )
Ability 1: Intimidate - Reduced the foe(s) attack stat by one stage.
Ability 2: Flare Fire - Gives the user Fire-type immunity and raises Fire-type attacks by 50%.
Hidden Ability: Justified - Raises the Attack stat one stage every time the user is hit by a Dark-type move.
Base Stats: 90 HP / 110 Attack / 80 Defense / 100 Special Attack / 80 Special Defense / 95 Speed
Weaknesses: x2 x2 x2
Resistances: x0.5 x0.5 x0.5 x0.5 x0.5 x0.5
Immunities: None (except with Flash Fire ability is immune to )
Ability 1: Intimidate - Reduced the foe(s) attack stat by one stage.
Ability 2: Flare Fire - Gives the user Fire-type immunity and raises Fire-type attacks by 50%.
Hidden Ability: Justified - Raises the Attack stat one stage every time the user is hit by a Dark-type move.
Offensive Physical Attacker
Arcanine (M) @ Firium Z / Life Orb
Ability: Intimidate
Level: 50
EVs: 76 HP / 220 Atk / 4 Def / 12 SpD / 196 Spe
Adamant Nature
- Flare Blitz
- Wild Charge
- Extreme Speed / Crunch / Close Combat
- Protect
Milestones:
-Outspeeds Base 75 Speed
-Hail / Sand Damage is lessen thanks to HP number
Ability: Intimidate
Level: 50
EVs: 76 HP / 220 Atk / 4 Def / 12 SpD / 196 Spe
Adamant Nature
- Flare Blitz
- Wild Charge
- Extreme Speed / Crunch / Close Combat
- Protect
Milestones:
-Outspeeds Base 75 Speed
-Hail / Sand Damage is lessen thanks to HP number
This Arcanine set utilizes the Adamant nature to maximize its natural damage output for most of its mainline physical attacks. Speaking of attacks, there are some options to consider for this Fire-type dog such as Flare Blitz and its Z variant. Flare Blitz is one of Arcanine strongest STAB attacks with a base 120 power and can put a huge dent on even neutral targets. If holding the Firium Z, Arcanine can use Z-Flare Blitz, which is essentially a base 190 Fire-type nuke that can certainly knock out any Pokemon weak to Fire, or even has taken some considerable damage. Given this is only a one time use Z-Move, only use Z-Flare Blitz when Arcanine has a target pin down or is considerably weaken.
In terms of the rest of its coverage, Arcanine has a variety of use from. Wild Charge is incredibly useful for opposing Water-type Pokemon, especially against Aranaquid, Gyarados, Pelipper, etc. Extreme Speed is a strong +2 priority-based attack to pick off low-hp targets, though keep in mind the potential Tapu Lele and Psychic Terrain of course. Crunch is a niche move used only against opposing Ghost-types like Alolan Marowak which Arcanine is walled by. Finally Close Combat can is for opposing Rock-, and Normal-type Pokemon such as Gigalith, Snorlax, or Porygon2. Lastly Protect is always a strong defensive move for scouting and positioning purposes.
Here this Arcanine set is listed with the Firium Z and the Life Orb given both sets are viable option for the Fire-type to use. While Firium Z allows Arcanine to use Z-Flare Blitz to decimate targets, Life Orb can be exchange in case the user was Arcanine to deal major damage, though losing 10% HP every time. It really comes down to whether the player wants that Z-Move potential or the extra damage output from Arcanine to get the upper hand. In short, here are several damage calculations featuring offensive Arcanine with Adamant nature and some of its attacks listed down.
Offensive Calcs:
Defensive
Choice Band
Arcanine @ Choice Band
Ability: Intimidate
Level: 50
EVs: 244 Atk / 12 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Close Combat
- Extreme Speed
Milestones:
- Speed ties with opposing base 95 speed Pokemon
- Cleanly OHKOs offensive Gyarados even with an Intimidate
- OHKOs Offenive Tapu Koko / Tapu Lele / Tapu Bulu with CB Flare Blitz
Ability: Intimidate
Level: 50
EVs: 244 Atk / 12 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Close Combat
- Extreme Speed
Milestones:
- Speed ties with opposing base 95 speed Pokemon
- Cleanly OHKOs offensive Gyarados even with an Intimidate
- OHKOs Offenive Tapu Koko / Tapu Lele / Tapu Bulu with CB Flare Blitz
The biggest standout of this Choice Band Arcanine set is the potential to knockout most of the Tapus in one blow with the damage from a Choice Band Flare Blitz. The goal is to attempt to setup some form of speed control like Tailwind to abuse Choice Band Arcanine's power and hit things hard. The damage output from Choice Band speaks for itself as Arcanine is capable of getting some rather quick OHKOs or severely denting Pokemon Porygon2, Aranaquid, Gyarados, Celesteela, etc. Likewise, Flare Blitz is Arcanine's strongest physical attack which is capable of nuke down most Pokemon either to Fire-type or with frail defenses. Wild Charge with the Choice Band can now pickup the OHKO against Gyarados, so Arcanine doesn't have to fear the opposing Intimidate. Close Combat is listed for coverage against Pokemon like Gigalith, Snorlax, or Porygon2 who all three are rather bulky and tough to take down. CB Close Combat won't OHKO, but can certainly do major damage to them. Finally Extreme Speed is there for priority purposes, especially now that Arcanine has that extra damage output from Choice Band. Will list down the offensive Calcs for Choice Band Arcanine with a Jolly nature down below:
Offensive Calcs
Fast Support
Arcanine @ Sitrus Berry
Ability: Intimidate
Level: 50
EVs: 236 HP / 4 Def / 4 SpA / 12 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower / Overheat / Burn Out / Heat Wave
- Will-O-Wisp
- Snarl
- Protect / Morning Sun / Roar
Ability: Intimidate
Level: 50
EVs: 236 HP / 4 Def / 4 SpA / 12 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower / Overheat / Burn Out / Heat Wave
- Will-O-Wisp
- Snarl
- Protect / Morning Sun / Roar
Milestones:
- Speed ties with opposing base 95 and outspeed anything below nautrally.
- Garchomp's EQ is a 3HKO after Intimitate and Sitrus Berry
- Takes two Wood Hammers from Tapu Bulu
-Takes one Psychic from Tapu Lele
Takes one Thunderbolt from Modest Tapu Koko
- Speed ties with opposing base 95 and outspeed anything below nautrally.
- Garchomp's EQ is a 3HKO after Intimitate and Sitrus Berry
- Takes two Wood Hammers from Tapu Bulu
-Takes one Psychic from Tapu Lele
Takes one Thunderbolt from Modest Tapu Koko
Given how most Pokemon fall below base 95 speed, this variant of Arcanine has picked up to be one of the widely used support-based Pokemon in the VGC format. One of Arcanine's main selling points as a defensive Fire-type is its access to the Intimidate ability and key moves such as Snarl and Wisp to bear down the opposing team's damage output. Starting with its Fire-type coverage, Arcanine can utilize any of the four listed down but will say what each does. Flamethrower is a classic base 95 Fire-type move which doesn't have much else to use aside its single-target damage and reliable, though weak. Overheat and Burn Out both have a base 130 Fire-type moves which can deal heavy damage to the opposing targets but have severe drawbacks. With Overheat, this attack will reduce Arcanine's Special Attack by two stages every time its use and has a chance to miss as well. Burn Out is a new Fire-type attack which does the same power as Overheat without the drop, however it changes Arcanine's type to be "typeless" and prevents it from using the attack again until switched out. Lastly Heat Wave deals spread damage against opposing targets, but there's a chance it can be blocked by Wide Guard users. Even though that was a rather lengthy explanation of the moves, just keep in mind what advantages / disadvantages of using some of these special Fire-type on Arcanine.
In terms of the other coverage support options, Arcanine has plenty to utilize. Will-O-Wisp can burn any potential targets to effectively reduce their attack in half, and can pair well thanks to the Intimidate ability. Snarl is a Dark-type spread attack which can reduce the special attack of the opposing side by one stage, so useful to suppress special attackers. Morning Sun is Arcanine's only recovery move to use, though it has less Power Points and can be neutered to 1/3th healing if any weather shows up. Helping Hand is a great support move to help Arcanine increase the power of opposing Pokemon by 1.5x, so pair with with a strong attacker or Z-Move user. Roar is a niche tech option used for opposing setup-based strategies such as Trick Room, or remove setup/sub users. Lastly Protect is important for Arcanine to scout for attack or positioning.
Keep in mind though Arcanine has some strong support coverage moves, its not nessesarly a defensive Pokemon especially in a fact-paced environment like Doubles. Using these support Arcanine sets means it has to get off those Snarls / Wisps off ASAP, as it won't stick around for long unless its using the Morning Sun. Don't try to use Arcanine in attempts to "wall" potential mons, rather scout for any potential hazardous Z-move lures if possible since chances are the opponent will target Arcanine with them. In terms of Item Choice, Sitrus Berry is the standard on these Arcanine sets to allow it to gain back 25% HP when at 50% or below. Other items like Leftovers, Figy Berry, Safety Goggles, and even Firium Z are interesting options to consider and will be explored next.
Here are some defensive calcs for "Fast Support" Arcanine, with Intimidate.
Defensive Calcs
Defensive Calcs
Arcanine @ Aguav Berry
Ability: Intimidate
Level: 50
EVs: 252 HP / 188 Def / 68 SpD
Calm Nature
IVs: 0 Atk
- Flamethrower
- Will-O-Wisp
- Snarl
- Roar
Milestones:
- Guaranteed 4HKO by -1 EQ Garchomp with its 50% Berry.
- Survives Modest LO Lele's Psychic in Psychic Terrain 15/16th of the time.
- Survives Liquidation from -1 Aranaquid after Intimdate
- Survives a Z-Draco Meteor from Salamence 100% of the time.
Defensive Calculations
Potential Teammates include, but aren't limited to:
In terms of the other coverage support options, Arcanine has plenty to utilize. Will-O-Wisp can burn any potential targets to effectively reduce their attack in half, and can pair well thanks to the Intimidate ability. Snarl is a Dark-type spread attack which can reduce the special attack of the opposing side by one stage, so useful to suppress special attackers. Morning Sun is Arcanine's only recovery move to use, though it has less Power Points and can be neutered to 1/3th healing if any weather shows up. Helping Hand is a great support move to help Arcanine increase the power of opposing Pokemon by 1.5x, so pair with with a strong attacker or Z-Move user. Roar is a niche tech option used for opposing setup-based strategies such as Trick Room, or remove setup/sub users. Lastly Protect is important for Arcanine to scout for attack or positioning.
Keep in mind though Arcanine has some strong support coverage moves, its not nessesarly a defensive Pokemon especially in a fact-paced environment like Doubles. Using these support Arcanine sets means it has to get off those Snarls / Wisps off ASAP, as it won't stick around for long unless its using the Morning Sun. Don't try to use Arcanine in attempts to "wall" potential mons, rather scout for any potential hazardous Z-move lures if possible since chances are the opponent will target Arcanine with them. In terms of Item Choice, Sitrus Berry is the standard on these Arcanine sets to allow it to gain back 25% HP when at 50% or below. Other items like Leftovers, Figy Berry, Safety Goggles, and even Firium Z are interesting options to consider and will be explored next.
Here are some defensive calcs for "Fast Support" Arcanine, with Intimidate.
Defensive Calcs
Special Firium Z Support
Arcanine @ Firium Z
Ability: Intimidate
Level: 50
EVs: 204 HP / 4 Def / 116 SpA / 4 SpD / 180 Spe
Timid Nature
IVs: 0 Atk
- Overheat / Burn Out
- Will-O-Wisp
- Snarl
- Protect
Ability: Intimidate
Level: 50
EVs: 204 HP / 4 Def / 116 SpA / 4 SpD / 180 Spe
Timid Nature
IVs: 0 Atk
- Overheat / Burn Out
- Will-O-Wisp
- Snarl
- Protect
Milestones:
- Outspeeds Timid Tapu Fini by one point.
- HP Value to reduce Hail / Sand Damage.
Special Firum Z Overheat / Burn Out has a high chance to OHKO Specially-Defensive Celesteela.
- Similar Defensive Milestones as the "Fast Support" Arcanine, though weaker defensively.
- Outspeeds Timid Tapu Fini by one point.
- HP Value to reduce Hail / Sand Damage.
Special Firum Z Overheat / Burn Out has a high chance to OHKO Specially-Defensive Celesteela.
- Similar Defensive Milestones as the "Fast Support" Arcanine, though weaker defensively.
This special support Arcanine set utilize the Firium Z to catch opponents off guard with a strong Z-Move while gives the support Arcanine an extra damage potential. The idea of using Firium Z on a support set is to make up for the damage output and snag some quick OHKOs, or even get heavy damage against the target. This Arcanine set is rather slower than the first at the cost of making Z-Overheat / Burn Out much stronger than their original forms. Keep in mind, some HP EVs have been divert away from to Special Attack and the lack of Sitrus Berry makes this Arcanine set more "frail", though doesn't much recover to begin with. Aside that, the set is almost the same as the above, though will provide some offensive and defensive damage calcs to show this Arcanine's achievements.
Offensive Calcs
Offensive Calcs
Defensive Calcs
Physical Support Arcanine
Arcanine @ Sitrus Berry
Ability: Intimidate
Level: 50
EVs: 252 HP / 4 Atk / 60 Def / 28 SpD / 164 Spe
Jolly Nature
- Flare Blitz
- Will-O-Wisp
- Snarl
- Protect
Milestones:
- Outspeed Timid Xurkitree and Gyarados by a couple points
- Garchomp's EQ is a 3HKO after Intimitate and Sitrus Berry
- Takes two Wood Hammers from Tapu Bulu
-Takes one Psychic from Tapu Lele
Takes one Thunderbolt from Modest Tapu Koko
- Similar Damage Calcs as the "Fast Support", though take it better.
Ability: Intimidate
Level: 50
EVs: 252 HP / 4 Atk / 60 Def / 28 SpD / 164 Spe
Jolly Nature
- Flare Blitz
- Will-O-Wisp
- Snarl
- Protect
Milestones:
- Outspeed Timid Xurkitree and Gyarados by a couple points
- Garchomp's EQ is a 3HKO after Intimitate and Sitrus Berry
- Takes two Wood Hammers from Tapu Bulu
-Takes one Psychic from Tapu Lele
Takes one Thunderbolt from Modest Tapu Koko
- Similar Damage Calcs as the "Fast Support", though take it better.
This Arcanine set from SekiamVGC was used to in the London Intercontinental Tournament with a rather suprising twist: Flare Blitz on Arcanine instead of a special Fire-type move like Burn Out. The idea of this set is basically to ensure that Arcanine has a strong Physical Fire-type move for targets that can normally take special hits such as Lele or AV Metagross. With the potential of Snarl wars with opposing Arcanine, this one at least has a move were the Fire-type move isn't reduced in effectiveness. Sure it does make this Support Arcanine rather more likely to be knocked out by recoil damage. To find out more about this Arcanine set, here's both Sekiam video (in Spanish) and my recent team report with a similar build. The Defensive Calcs are similar to the first support set so not much to say.
Specially Defensive / Support Arcanine
Arcanine @ Aguav Berry
Ability: Intimidate
Level: 50
EVs: 252 HP / 188 Def / 68 SpD
Calm Nature
IVs: 0 Atk
- Flamethrower
- Will-O-Wisp
- Snarl
- Roar
Milestones:
- Guaranteed 4HKO by -1 EQ Garchomp with its 50% Berry.
- Survives Modest LO Lele's Psychic in Psychic Terrain 15/16th of the time.
- Survives Liquidation from -1 Aranaquid after Intimdate
- Survives a Z-Draco Meteor from Salamence 100% of the time.
This is a specially defensive Arcanine used by SamVGC which can take some of the rather powerful hits from opposing Pokemon like Garchomp, Aranaquid, or Life Orb Tapu Lele. The main selling point of this set is the Aguav Berry on this Arcanine set instead of the traditional Sitrus Berry. With the new berry mechanics, Aguav Berry allows Pokemon to replenish about 50% of their HP, though Arcanine must be at about a quarter HP or less. Most of the moveset is self explanatory with Flamethrower as the standard STAB, Wisp to burn targets, and Snarl to reduce the special attacker's damage output. Roar is on this Arcanine set to phaze out any Trick Room, or any setup based strategies.
Defensive Calculations
Potential Teammates include, but aren't limited to:
- Water -Types - Almost any Water-types can pair well with Arcanine both an offensive and defensive perspective given the Intimdate support and ability to deal with opposing Grass-types. In turn, Water-types can threaten Water-, Ground-, and even Dragon-type Pokemon with their STAB Water-type + Ice-type coverage. (Ex. Tapu Fini, Gyarados, Aranaquid, Gastrodon, Lapras, etc)
- Grass -Types - Arcanine can help most Grass-type Pokemon such as Kartana, Tapu Bulu, Whimsicott, Dhelmise, etc to deal with opposing Ice / Bug-types, and even take a resisted Fire-type hit if needed.
- Fairy - Types - Arcanine can threaten most Steel-type Pokemon which Fairy-types fear, and in turn Fairy-types can threaten opposing Dragon-types that Arcanine can't touch. (Ex. All Tapus Koko / Fini / Lele / Bulu, Mimikyu, etc )
- Dragon - Types - Dragon-type Pokemon such as Salamence, Garchomp, Goodra, etc appreciate the defensive synergy with Arcanine given its ability to resist Ice- and Fairy-types.
- Frail Offensive Pokemon: Pokemon like Tapu Koko, Tapu Lele, Kartana, etc appreciate the Intimdate support from Arcanine to be able to take more hits without committing too much defensive investment.
- Setup-Based Strategies: This can vary in multiple aspects, but Arcanine's support value can help it secure say Trick Room, Stat Boosts, Tailwind, etc.
Threats include, but aren't limited to:
- Ground-Types - Garchomp, Krookodile, Mudsdale, Gastrodon, etc.
- Water-Types - Tapu Fini, Gyarados, Milotic, Aranaquid, Pelipper, etc.
- Rock-Types - Gigalith, Aerodactyl, Nihilego, etc.
- Dragon-types - Salamence, Garchomp, Goodra,
- Competitive / Defiant Pokemon: Milotic, Arcanine, etc
- Powerful Specs Users with high SpAtk- Tapu Koko, Tapu Lele, Tapu Fini, etc
- Opposing Intimdate: Gyarados, Krookodile, Salamence, etc.
Other Notable Options
- Air Balloon and Shuca Berry to prevent or mitigate the damage done by Earthquake.
- A special Life Orb set with Burn Out / Heat Wave can be used.
- An Assault Vest set with potential offensive Arcanine with Snarl is potentially viable.
- Morning Sun can be used for some recovery, though will be lower with opposing Weather aside sun.
- Helping Hand is a unique support move on some Pokemon which boost the power if its allies by 50%.
- Safety Goggles is a decent item to prevent Arcanine from being put to sleep.
Hopefully these doggo sets are good enough for you all to try out. Will be working on a couple Pokemon sets throughout this month as well. Hopefully everyone like to use more Aloe Vera Pupper on their teams!