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[Grammar] Arcanine

Discussion in 'UU Analyses' started by Enei, Jul 5, 2014.

  1. Enei

    Enei WAFSTB

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    [​IMG]

    Overview:
    Arcanine is a Pokémon that faces a lot of stiff competition for a spot on teams in the UU tier, with strong Fire-types running rampant such as Victini, Darmanitan, Chandelure, and Houndoom. All are arguably stronger and each has their own benefits, therefore one would ask what makes Arcanine a better choice?
    Arcanine has a lot of things going for it that other Fire-types wish they had,for example two great abilities in Flash Fire and Intimidate. The former make sit immune to Fire-type attacks, while grabbing a boost for itsFire-type moves. The latter allowsArcanine to become a potent physical wall, boosting its mediocre Defense by lowering opponents' Attack when switched in.

    Arcanine also has a few other things going for it including a large movepool,;it has access to all the moves it needs to be a successful physical wall, such as Will-O-Wisp, Roar, Morning Sun, and Toxic, which give it access to solid recovery, a phasing move, and two ways to cripple offensive and defensive Pokémon. Arcanine also has a great offensive movepool, with moves such as Crunch, Wild Charge, Close Combat, Flare Blitz, and Extreme Speed. These moves allow it to hit many Pokémon for super effective damage, and if coupled with a Life Orbit can increase its damage output further. Extreme Speed additionally gives it access to a+2 priority attack, which lets it bypass Sucker Punch. Arcanine is not without its flaws though,with a crippling weakness to all forms of entry hazards, making a Defog or Rapid Spin user almost mandatory,and a weakness to 3 common types of attacks in Ground, Rock, and Water-type moves isn't doing it any favours either. Arcanine's main attacking moves- Flare Blitz and Wild Charge -also deal recoil damage to it,so with a Life Orb attached,this adds up very quickly. Even with these faults, it is a top tier contender and a Pokémon to always consider when choosing a Fire-type.

    Offensive:
    Arcanine @ Life Orb
    Trait: Flash Fire
    EVs: 40 HP / 252 Atk / 216 Spd
    Adamant Nature (+Atk, -SAtk)
    - Flare Blitz
    - Extreme Speed
    - Crunch / Wild Charge
    - Close Combat

    This set gives Arcanine the power it needs to deal large amounts of damage to a large variety of Pokémon. Flare Blitz is the main move on the set, and the most powerful one. When coupled with Life Orb and an Adamant nature, Flare Blitz is going to be dealing heavy damage to many Pokémon in the tier. Extreme Speed is a great move many offensive Pokémon wish they had access to, its +2 priority allows it to attack before all other priority moves, such as Aqua Jet from Crawduant and Sucker Punch from Weavile, allowing it to finish them off before they can do the same to Arcanine. Crunch is the preferred option in the third moveslot because it allows it to hit Ghost and Psychic-type Pokémon, such as Mew, Cofagrigus, and Slowbro, but Wild Charge can be used instead to deal more damage to Water and Flying-types. Bear in mind however that Wild Charge won't do enough to most bulky Water-types, so Crunch is the preferred move. Close Combat rounds out the coverage, hitting Dark, Steel, Rock, and Normal-types for super effective damage, and can be a powerful alternative to Flare Blitz when you don’t want to take the recoil damage.

    Flash Fire is the ability of choice on this set, giving +1 to Arcanine’s Flare Blitz when hit by a Fire-type move. The Speed EVs allow you to outspeed neutral nature Lucario, but make you slower than common strong offensive Pokémon, such as Victini, Terrakion, and Mega Medicham.

    Defensive:
    Arcanine @ Leftovers
    Trait: Intimidate
    EVs: 252 HP / 252 Def / 4 SDef
    Impish (+Def, -SAtk) / Bold (+Def, -Atk)
    - Flare Blitz / Flamethrower
    - Morning Sun
    - Roar / Extreme Speed
    - Will-O-Wisp

    This set lets Arcanine take full advantage of its second ability, Intimidate, which lowers a Pokémon's Attack stat one stage when Arcanine is switched in. This means it can come in on a Pokémon that has just boosted using a move such as Dragon Dance, nullify the Attack rise and then Will-O-Wisp it next turn, crippling it. Intimidate also allows it to be switched in on offensive Pokémon like Weavile and Victini, allowing it to recover with Morning Sun while they're forced to switch out. Morning Sun is Arcanine's form of recovery, recovering 50% of its total HP when there is no weather in play, and two thirds of its total HP when thesun is up. Morning Sun is crippled by Sandstorm, Hail andrain, which make Morning Sun only recover a 3rd of its total HP. Thankfully though, in XY Drought, Drizzle and Snow Warning only last for 5 turns, making weather much more uncommon than it was in BW, which is good for Arcanine.

    Flare Blitz is an important move on the set, allowing it to deal massive damage to Pokémon that are weak to it, and on this set it doesn't have to worry about the recoil damage as it is equipped with Leftovers and Morning Sun. Roar is the preferred move in the third moveslot, as it allows Arcanine to phase set-up-sweepers, and rack up hazard damage on the opponent. Extreme Speed can be used to give Arcanine some priority, but is generally less useful than Roar because Arcanine becomes set-up-fodder to many Calm Mind users, such as Latias and Chandelure. Will-O-Wisp is the final move on the set, letting Arcanine cripple physical attackers with ease. The EVs are self explanatory with max HP and Defense investment, allowing it to take on physical attackers, with the last 4 EVs going into Special Defense.

    Other Options:
    Arcanine has a few other options it can utilise, Morning Sun can be used in place of Close Combat on the offensive set, but the coverage Close Combat provides is much more preferable than Morning Sun's recovery. Sunny Day can be used on the defensive set to support sun teams, boost Morning Sun's recovery, and increase Flare Blitz's damage output, but it has trouble finding a moveslot. Agility and 3 attacks can work as an offensive set, but Arcanine would much rather be playing hit and run than set-up-sweeper. Toxic can be used over Will-O-Wisp, but Arcanine doesn't want to stay in on many defensive Pokémon as a return Toxic will cripple a defensive Arcanine. Choice Band can be used, although Arcanine is generally an inferior user of the item when compared to Victini and Darmanitan. Rocky Helmet can be used on thedefensive set, but as Arcanine is weak to all forms of hazards,Leftovers recovery is much preferred.

    Checks & Counters:
    Different Pokémon check Arcanine depending on the set that is used, although Swampert beats both sets, only fearing Will-O-Wisp or Toxic from the defensive set, while being able to hit back for super effective damage. Bulky Water-types like Milotic, Suicune and Slowbro wall Arcanine completely and don't fear any move in its arsenal other than Wild Charge,can hit back with super effective moves, and can use Arcanine as set-up-fodder. Any Pokémon with Toxic can completely cripple Arcanine's defensive set. Bulky Pokémon that resist Arcanine's moves asRhyperior, Zygarde, Terrakion and Latias can prove a threat, although physical attacking Pokémon have to be wary of Will-O-Wisp. Keeping hazards on your opponent's side of the field is a great way to check Arcanine as it is susceptibleto all forms of hazards andwon't have many opportunities to switch in. Arcanine's recoil on the offensive set is a large hindrance to it, so many physical walls can stall out its HP with their recovery moves.
     
    Last edited by a moderator: Sep 10, 2014
  2. somerandomguy

    somerandomguy Active Member

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    Overview looks good, mention that it can come in on physical attackers easily such as Victini and Weavile, also mention that Rapid Spin/Defog support is appreciated because all hazards barring Sticky Web will wear it down quickly which means it won't be able to function properly as a defensive wall or even attacker due to Life Orb and Flare Blitz recoil

    For the Offensive set I'd make the spread 40 HP / 252 Atk / 216 Spd, this makes Arcanine outspeed neutral Lucario, however you can mention in the set comments that it can run a bulkier spread with less Speed and more HP. I'd also slash Leftovers alongside Life Orb allowing Arcanine to take more hits

    For the Defensive set I'd make Impish the first nature and Bold slashed, make Flare Blitz the first attack and Flamethrower slashed. Flare Blitz hits harder than Flamethrower and the recoil is healed by Leftovers and Morning Sun. I'm not too sure about Snarl, usually bulky Water-types are the most common switch-ins to Arcanine so I'd make the 3rd move slot Extreme Speed / Roar

    In OO remove Heat Wave and Substitute, Heat Wave literally only has 5 more Base Power, 90% accuracy and less PP, Substitute on the offensive set would make Arcanine take more damage, and along with the recoil from Flare Blitz and Life Orb it would die way too quickly. Add Sunny Day for the Defensive set, it boosts the power of its Fire STAB and increases the amount of health Morning Sun restores. Agility + 3 Attacks can probably work so you can add that too, Toxic on the Defensive set to wear down Fire-types can be useful

    In C&C I assume you meant they vary* largely on the set that is used, I wouldn't really say largely because most bulky Water-types counter both sets. Make bulky Water-types first as they counter Arcanine best (some won't take a lot from Wild Charge), Pokemon that live its hits well such as Zygarde, Salamence and Rhyperior can take it on but won't appreciate a Will-O-Wisp if its the Defensive set. Pokemon that are able to live a Flare Blitz and KO back such as Latias and Terrakion can come in but fear its other attacks (Close Combat/Crunch). Remove Heracross and Machamp, Machamp doesn't even use Guts and Heracross won't come in on an Arcanine anyway as its weak to its STABs and can't OHKO
     
  3. Enei

    Enei WAFSTB

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    Updated
     
  4. Daybreak

    Daybreak can't touch this

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    Hi sets look good however the c and c section could use some patching up.

    #1 counter is swampert. Resists every single move arcanine has apart from wow burn on defensive set.

    List some examples of bulky waters like slowbro and suicune in that section instead of just saying bulky water.

    Ordering is a little weird, mention pokemon first, then moves and hazards as checks.

    Remove fast pokemon with super effective attacks. That's a given

    Will add more once I have time
     
  5. Epikhairz

    Epikhairz Delta Stream

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    hey this analysis looks p good so far, i just have a few things to say

    In General, remove the point where it takes 25% from SR, as that is implied in the above bullet where you say Arcanine is weak to all forms of hazards. You don't need to list all the resistances that Arcanine has, just the notable ones. When mentioning Arcanine's access to priority, you really need to mention what put Arcanine above the other priority users in the tier: Extreme Speed, which has +2 priority, whereas most common priority attacks are +1 priority.

    In the Offensive set, slash Choice Band next to Life Orb, as it allows Arcanine to act as a more efficient powerhouse and revenge killer with Extreme Speed. Depending on what other QC think, it could go Set Comments or OO, but Choice Band needs a mention

    In Defensive set, slash Rocky Helmet next to Leftovers, as it punishes physical attackers further and allows Arcanine to punish the Knock Off users running around the tier like Weavile. Also Hidden Power Grass can go in OO or even in Defensive set comments to punish Swampert, the premier Arcanine counter in the tier

    Will add more when I have more time
     
  6. Enei

    Enei WAFSTB

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    All update

    sidenote: I feel like Choice Band and Rocky Helmet are OO options, Rocky Helmet isn't needed very much when Arcanine already has Will-O-Wisp to stall out Physical Attackers fast enough, and Rocky Helmet just seems a lot less useful, unless I'm missing high usage Pokemon that Rocky Helmet would really help improve Arcanine's chances against, I don't see it needing to be slashed

    Choice Band is also deserving of OO, mainly because Victini exists, and is much better as a banded fire type than Arcanine would be, but that's just my opinion.
     
  7. Daybreak

    Daybreak can't touch this

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    cb and rocky helmet should definitely be oo. You lose out on lefties w/ a stealth rock weak poke, aka not a good combo, and cb is outclassed by other users like vctini and even darmanitan. The only perk arcanine has going for it is cb espeed which isn't that much more powerful on it.

    c&c combine the stealth rocks, spikes, and toxic spikes sections into a hazard section.

    qc 1/3
     
  8. somerandomguy

    somerandomguy Active Member

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    Agreeing with Daybreak, usually Arcanine would like to switch moves especially when its coming in to revenge with Extreme Speed so CB should be OO.

    QC 2/3
     
  9. Epikhairz

    Epikhairz Delta Stream

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    QC 3/3
     
  10. Enei

    Enei WAFSTB

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    This analysis is now officially ready for Grammar checking.
     
  11. Samphire

    Samphire Too much hard work!

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    GRAMMAR CHECK:
    Final Draught (for wiki port):
    Overview:

    Arcanine is a Pokémon that faces a lot of stiff competition for a spot on teams in the UU tier, with strong Fire-types running rampant such as Victini, Darmanitan, Chandelure, and Houndoom. All are arguably stronger and each has their own benefits, therefore one would ask what makes Arcanine a better choice?

    Arcanine has a lot of things going for it that other Fire-types wish they had, for example two great abilities in Flash Fire and Intimidate. The former makes it immune to Fire-type attacks, while grabbing a boost for its Fire-type moves. The latter allows Arcanine to become a potent physical wall, boosting its mediocre Defense by lowering opponents' Attack when switched in. Arcanine also has a few other things going for it including a large movepool; it has access to all the moves it needs to be a successful physical wall, such as Will-O-Wisp, Roar, Morning Sun, and Toxic, which give it access to solid recovery, a phasing move, and two ways to cripple offensive and defensive Pokémon. Arcanine also has a great offensive movepool, with moves such as Crunch, Wild Charge, Close Combat, Flare Blitz, and Extreme Speed. These moves allow it to hit many Pokémon for super effective damage, and if coupled with a Life Orb it can increase its damage output further. Extreme Speed additionally gives it access to a +2 priority attack, which lets it bypass Sucker Punch. Arcanine is not without its flaws though, with a crippling weakness to all forms of entry hazards, making a Defog or Rapid Spin user almost mandatory, and a weakness to 3 common types of attacks in Ground, Rock, and Water-type moves isn't doing it any favours either. Arcanine's main attacking moves - Flare Blitz and Wild Charge - also deal recoil damage to it, so with a Life Orb attached, this adds up very quickly. Even with these faults, it is a top tier contender and a Pokémon to always consider when choosing a Fire-type.

    Offensive:
    Arcanine @ Life Orb
    Trait: Flash Fire
    EVs: 40 HP / 252 Atk / 216 Spd
    Adamant Nature (+Atk, -SAtk)
    - Flare Blitz
    - Extreme Speed
    - Crunch / Wild Charge
    - Close Combat

    This set gives Arcanine the power it needs to deal large amounts of damage to a large variety of Pokémon. Flare Blitz is the main move on the set, and the most powerful one. When coupled with Life Orb and an Adamant nature, Flare Blitz is going to be dealing heavy damage to many Pokémon in the tier. Extreme Speed is a great move many offensive Pokémon wish they had access to, its +2 priority allows it to attack before all other priority moves, such as Aqua Jet from Crawduant and Sucker Punch from Weavile, allowing it to finish them off before they can do the same to Arcanine. Crunch is the preferred option in the third moveslot because it allows it to hit Ghost and Psychic-type Pokémon, such as Mew, Cofagrigus, and Slowbro, but Wild Charge can be used instead to deal more damage to Water and Flying-types. Bear in mind however that Wild Charge won't do enough to most bulky Water-types, so Crunch is the preferred move. Close Combat rounds out the coverage, hitting Dark, Steel, Rock, and Normal-types for super effective damage, and can be a powerful alternative to Flare Blitz when you don’t want to take the recoil damage.

    Flash Fire is the ability of choice on this set, giving +1 to Arcanine’s Flare Blitz when hit by a Fire-type move. The Speed EVs allow you to outspeed neutral nature Lucario, but make you slower than common strong offensive Pokémon, such as Victini, Terrakion, and Mega Medicham.

    Defensive:

    Arcanine @ Leftovers
    Trait: Intimidate
    EVs: 252 HP / 252 Def / 4 SDef
    Impish / Bold
    - Flare Blitz / Flamethrower
    - Morning Sun
    - Roar / Extreme Speed
    - Will-O-Wisp

    This set lets Arcanine take full advantage of its second ability, Intimidate, which lowers a Pokémon's Attack stat one stage when Arcanine is switched in. This means it can come in on a Pokémon that has just boosted using a move such as Dragon Dance, nullify the Attack rise and then Will-O-Wisp it next turn, crippling it. Intimidate also allows it to be switched in on offensive Pokémon like Weavile and Victini, allowing it to recover with Morning Sun while they're forced to switch out. Morning Sun is Arcanine's form of recovery, recovering 50% of its total HP when there is no weather in play, and two thirds of its total HP when the sun is up. Morning Sun is crippled by Sandstorm, Hail and rain, which make Morning Sun only recover a 3rd of its total HP. Thankfully though, in XY Drought, Drizzle and Snow Warning only last for 5 turns, making weather much more uncommon than it was in BW, which is good for Arcanine.

    Flare Blitz is an important move on the set, allowing it to deal massive damage to Pokémon that are weak to it, and on this set it doesn’t have to worry about the recoil damage as it is equipped with Leftovers and Morning Sun. Roar is the preferred move in the third moveslot, as it allows Arcanine to phase set-up-sweepers, and rack up hazard damage on the opponent. Extreme Speed can be used to give Arcanine some priority, but is generally less useful than Roar because Arcanine becomes set-up-fodder to many Calm Mind users, such as Latias and Chandelure. Will-O-Wisp is the final move on the set, letting Arcanine cripple physical attackers with ease. The EVs are self explanatory with max HP and Defense investment, allowing it to take on physical attackers, with the last 4 EVs going into Special Defense.

    Other Options:
    Arcanine has a few other options it can utilise, Morning Sun can be usde in place of Close Combat on the offensive set, but the coverage Close Combat provides is much more preferable than Morning Sun's recovery. Sunny Day can be used on the defensive set to support sun teams, boost Morning Sun's recovery, and increase Flare Blitz's damage output, but it has trouble finding a moveslot. Agility and 3 attacks can work as an offensive set, but Arcanine would much rather be playing hit and run than set-up-sweeper. Toxic can be used over Will-O-Wisp, but Arcanine doesn't want to stay in on many defensive Pokémon as a return Toxic will cripple a defensive Arcanine. Choice Band can be used, although Arcanine is generally an inferior user of the item when compared to Victini and Darmanitan. Rocky Helmet can be used on the defensive set, but as Arcanine is weak to all forms of hazards, Leftovers recovery is much preferred.

    Checks & Counters:
    Different Pokémon check Arcanine depending on the set that is used. Swampert beats both sets, only fearing Will-O-Wisp or Toxic from the defensive set, while being able to hit back for super effective damage. Bulky Water-types like Milotic, Suicune and Slowbro wall Arcanine completely and don't fear any move in its arsenal other than Wild Charge, can hit back with super effective moves, and can use Arcanine as set-up-fodder. Any Pokémon with Toxic can completely cripple Arcanine's defensive set. Bulky Pokémon that resist Arcanine's moves such as Rhyperior, Zygarde, Terrakion and Latias can prove a threat, although physical attacking Pokémon have to be wary of Will-O-Wisp. Keeping hazards on your opponent's side of the field is a great way to check Arcanine as it is susceptible to all forms of hazards and won't have many opportunities to switch in. Arcanine's recoil on the offensive set is a large hindrance to it, so many physical walls can stall out its HP with their recovery moves.

    List of changes:
    Overview:

    Arcanine is a Pokémon that faces a lot of stiff competition for a spot on your teams in the UU tier, with strong fFire -types running rampant likesuch as Victini, Darmanitan, Chandelure, and Houndoom, a. All are arguably stronger, and each withas their own benefits, therefore one would ask themselves what would makes Arcanine a better choice than these Pokémon. ?
    Arcanine has a lot of things going for it that other Fire -types wish they had, Arcanine hasfor example two great abilities in Flash Fire and Intimidate, t. The former makinges it immune to Fire -type attacks, while grabbing a boost for its fFire -type moves when hit with one. The latter allowings Arcanine to become a potent physical wall, boosting its mediocre dDefencse by lowering the opponent’s Physical as' Attack when switched in.

    Arcanine also has a few other things going for it including a large movepool,; it has access to all the moves it needs to be a successful physical wall, likesuch as Will-O-Wisp, Roar, Morning Sun, and Toxic, which give it access to solid recovery, a phasing move, and two ways to cripple offensive, and defensive Pokémon. Arcanine also has a great offensive movepool, with moves such as Crunch, Wild Charge, Close Combat, Flare Blitz, and Extreme Speed, t. These moves allow it to hit many Pokémon Sfor super Eeffectively, and for large damage when, and if coupled with a Life Orb, it can increase its damage output further. Extreme Speed additionally gives it access to a +2 Ppriority attack, which lets it bypass Sucker Punch. Arcanine is not without its flaws though, with a crippling weakness to all forms of entry hazards, making a Defog or Rapid Spin user almost mandatory, and a weakness to 3 common types of attacks in Ground, Rock, and Water aren’-type moves isn't doing it any favours either. Arcanine's main attacking moves - Flare Blitz and Wild Charge - also deal recoil damage to it, so with a Life Orb attached, recoil damagethis adds up very quickly. Even with these faults, it is a top tier contender and a Pokémon to always consider when choosing a Fire -type.

    Offensive:
    Arcanine @ Life Orb
    Trait: Flash Fire
    EVs: 40 HP / 252 Atk / 216 Spd
    Adamant Nature (+Atk, -SAtk)
    - Flare Blitz
    - Extreme Speed
    - Crunch / Wild Charge
    - Close Combat

    This set gives Arcanine the power it needs to deal large amounts of damage to a large variety of Pokémon. Flare Blitz is the main move on the set, and the most powerful one. When coupled with Life Orb and an Adamant nature, Flare Blitz is going to be dealing heavy damage to many Pokémon in the tier. Extreme Speed is a great move many offensive Pokémon wish they had access to, Extreme Speed’its +2 Ppriority allows it to attack before all other forms of priority moves, such as Aqua Jet from Crawduant, and Sucker Punch from Weavile, allowing it to move before these Pokémon, and allowing it to finish them off before they can do the same to Arcanine. Crunch is the preferred option in the third moveslot because it allows it to hit Ghost and Psychic -type Pokémon, such as Mew, Cofagrigus, and Slowbro, but Wild Charge can be used instead to deal more damage to Water and Flying -types, although. Bear in mind however that Wild Charge won't do enough to most bulky wWater -types, so Crunch is the preferred move. Close Combat rounds out the coverage, hitting dDark, Steel, Rock, and Normal -types Sfor super Eeffectively damage, and can be a powerful alternative to Flare Blitz when you don’t want to take the Rrecoil damage.

    Flash Fire is the ability of choice on this set, giving a +1 to Arcanine’s Flare Blitz when hit withby a Fire -type move. The Speed EVs allow you to outspeed neutral nature Lucario, but make you slower than common strong offensive pokePokémon, such as Victini, Terrakion, and Mega Medicham.

    Defensive:

    Arcanine @ Leftovers
    Trait: Intimidate
    EVs: 252 HP / 252 Def / 4 SDef
    Impish / Bold
    - Flare Blitz / Flamethrower
    - Morning Sun
    - Roar / Extreme Speed
    - Will-O-Wisp

    This set lets Arcanine take full advantage of its second ability, Intimidate, which lowers a Pokémon’s Physical's Attack stat one stage when Arcanine is switched in,. This meanings it can go come in on a Pokémon that has just boosted useding a move such as Dragon Dance, nullify the boost,Attack rise and then Will-O-Wisp it next turn, crippling it. Intimidate also allows it to be switched in on Ooffensive Pokémon like Weavile and Victini, allowing youit to recover with Morning Sun while they're forced to switch out. Morning Sun is Arcanine's form of recovery, recovering 50% of its total HP when there is no weather in play, and two thirds of its total HP when the Ssun is up. Morning Sun is crippled by Sandstorm, Hail, and Rrain, which make Morning Sun only recover a 3rd of its total HP. Thankfully though, in XY Drought, Drizzle, and Snow Warning only introduce their weatherlast for 5 turns, making weather much more uncommon than it was in BW, which is good for Arcanine.
    Flare Blitz is an important move on the set, allowing it to deal massive damage to Pokémon that are weak to it, and on this set it doesn’t have to worry about the Rrecoil damage, as it is equipped with Leftovers and Morning Sun. Roar is the preferred move in the third moveslot, as it allows Arcanine to phase set up -up-sweepers, and rack up hazard damage on the opponent. Extreme Speed can be used to give Arcanine some priority, but is generally less useful than rRoar, because Arcanine would becomes set up -up-fodder to many cCalm mMind users, such as Latias, and the rare CM Chandelure. Will-O-Wisp is the final move on the set, letting Arcanine cripple physical attackers with ease, crippling them for the rest of the match. The EVs are self explanatory, with max HP and Defense investment, allowing it to take on Pphysical attackers, with the last 4 EVs going into Special Defense.

    Other Options:
    Arcanine has a few other options it can make utilise of, Morning Sun can be usde in place of Close Combat on the Ooffensive set, but the coverage Close Combat provides is much more neededpreferable than Morning Sun's recovery. Sunny Day can be used on the Ddefensive set, to supporting S sun teams, boosting Morning Sun's recovery, and increasinge Flare Blitz's damage output, but it has trouble finding a moveslot. Agility and 3 attacks can work as an offensive set, but Arcanine would much rather be playing hit and run than set up -up-sweeper. Toxic can be used over Will-O-Wisp, but Arcanine doesn't want to stay in on many Ddefensive Pokémon, as a return Toxic will cripple Da defensive Arcanine. Choice Band can be used, although Arcanine is generally an inferior user of the item, when compared to Victini and Darmanitan. Rocky Helmet can be used on the Ddefensive set, but as Arcanine is weak to all forms of hazards, lLeftovers recovery is much preferred.

    Checks & Counters:
    Different Pokémon check Arcanine depending on the set that is used,. Swampert beats both sets, only fearing Will-O-Wisp or Toxic from the defensive set, while being able to hit back for Ssuper Eeffective damage. Bulky wWater -types like Milotic, Suicune, and Slowbro wall Arcanine completely and don't fear any move in its harsenal other than Wild Charge, while being able tocan hit back with Ssuper Eeffective damagemoves, and can use Arcanine as set up -up-fodder. Any Pokémon with Toxic can completely cripple Arcanine's defensive set. Bulky Pokémon that resist Arcanine's moves likesuch as Rhyperior, Zygarde, Terrakion, and Latias can prove a threat, although physical attacking Pokémon have to be weary of Will-O-Wisp. Keeping hazards on your opponent's side of the field is a great way to check Arcanine’s as it is weaksusceptible to all forms of hazards, it and won't have many opportunities to switch in. Arcanine's recoil on the offensive set is a large hindrance to it, so many Pphysical walls can stall out its HP with their recovery moves.
     
    Arceus_17 likes this.
  12. Fuzzysqurl

    Fuzzysqurl baa baa mareep I do what I want Server Owner Developer I do what I want Server Owner Developer

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    I guess Sand Stream isn't a weather inducing ability... Also is less sun really good for Arcanine? The part right before it is talking about how good sun is with Morning Sun.
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    First set uses oxford comma, second set doesn't
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    I've marked this that it needs grammar still. There is way too much to fix. I ditched the wiki mark up I did because its easier (still annoying though) to just redo it all than trying to piece it all together.
     
    Last edited by a moderator: Sep 10, 2014
  13. Enei

    Enei WAFSTB

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    I'll make sure this gets all patched up tonight, sorry about that.
     
    Fuzzysqurl likes this.
  14. Samphire

    Samphire Too much hard work!

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    Please tag me again @Enei when this needs looking at again.
     
  15. sulcata

    sulcata stéphane curry best waifu Forum Moderator Server Administrator Forum Moderator Server Administrator

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