Last updated: 2026-07-27

Related Pokemon
When the Pokémon enters a battle, it lowers the Attack stats of opponents by 1 stage.
Fire-type moves do not work on the Pokémon. Instead, they give the Pokémon the Flash Fire status. While it has the Flash Fire status, the power of the Pokémon’s Fire-type moves is boosted by 50%.
When the Pokémon takes damage from a Dark-type move, its Attack stat is boosted by 1 stage.
Season: M-4 (2026-07-27)
Moves
Item
Ability
Nature
AP Spreads
HB Physical Wall
Intimidate + Will-O-Wisp cycles physical attackers.
Arcanine
| HP | 197 | 32 | |
|---|---|---|---|
| Atk | 132 | 2 | |
| Def↑ | 145 | 32 | |
| SpA↓ | 108 | - | |
| SpD | 100 | - | |
| Spe | 115 | - |
Arcanine physical wall build that maxes HP and Defense and uses Intimidate plus Will-O-Wisp to lower opponents' physical attack and tank hits. By maintaining its own HP with Sitrus Berry and Morning Sun, Switches in multiple times to chip the opponent.
Swap Extreme Speed depending on unfavorable matchups
Extreme Speed is a useful priority move, but it can be swapped depending on team composition.Play Rough for use against Dragon-types, and Snarl to bolster Sp. Def becomes a candidate.
Its main role is to switch in against favorable matchups, spread Intimidate and Will-O-Wisp, and shut down opposing physical attackers. While compensating for Flare Blitz recoil and opponents' damage with recovery moves, Locks weakened opponents down with a high-priority move can also act as a stopper.
Struggles against opponents unaffected by burn
Arcanine doesn't have high bulk and compensates with Intimidate and Will-O-Wisp.Special attackers and Fire-type setup Pokémon that don't suffer Attack drops from burn is easily broken through.
Example Threats
Lead Physical Attacker
Hazards setter with strong attacks.
Hisuian Arcanine
| HP | 172 | 2 | |
|---|---|---|---|
| Atk↑ | 183 | 32 | |
| Def | 100 | - | |
| SpA↓ | 103 | - | |
| SpD | 100 | - | |
| Spe | 142 | 32 |
Main role: lead deploys hazards while chipping with high-power attacks via action guarantee. Rock Head Spam Head Smash/Flare Blitz without recoilor use priority +2 Extreme Speed to disrupt the board.
Raise attack performance
Instead of hazard-setting Stealth Rock, Flame Charge for Speed or wide-coverage Close Combat are recommended. Choose per team.
Max Atk/Spe, Combines ability-recoil-removed high-power moves with Focus Sash action guaranteeHisuian Arcanine hazard-setter + physical attacker. Tanks one hit while setting up board, or wins face-offs with high-priority moves.
Caution vs Water/Ground
Hisuian Arcanine 4x weakness to Water/Ground — caution. Especially priority + multi-hit "Water Shuriken" availableGreninjaIf seen, prepare safe switches or skip selection.
Example Threats
Doubles Intimidate Attacker
Intimidate + Rock Slide spread in Doubles.
Hisuian Arcanine
| HP | 171 | 1 | |
|---|---|---|---|
| Atk↑ | 183 | 32 | |
| Def | 100 | - | |
| SpA↓ | 103 | - | |
| SpD | 101 | 1 | |
| Spe | 142 | 32 |
Intimidate supports team while max Atk/Spe enhances attacker performance — Hisuian Arcanine build. Charcoal-boosted Flare Blitz and spread Rock Slide pressure heavily.
Raise support performance
Hisuian Arcanine has high attacker performance, but Will-O-Wisp can disable opposing physical attackers, raising support performance is viable. But without Protect, fragility rises — watch for surprise Ground moves.
Spread Intimidate to lower both opponents' Atk while attacking as ace/chip. High-Atk Flare Blitz/Rock Slide damages, and Extreme Speed priority pins and finishes from above — shapes the board.
Weak to Water/Ground attackers
Hisuian Arcanine is 4x weak to Water/Ground, risking OHKO from those moves. Prepare Grass-type pivots for safe switches.
Example Threats
Type
Category
Target
Properties
67 / 67
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | The user gains the Recharging status on the turn after this move is used. |
| Double-Edge | Normal | Phys | 120 | 100 | 16 | Contact | 1 Foe | The user takes 1/3 of the damage dealt by this move. |
| Thrash | Normal | Phys | 120 | 100 | 12 | Contact | Random Foe | The user gains the Rampaging status. |
| Body Slam | Normal | Phys | 85 | 100 | 16 | Contact | 1 Foe | Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| Extreme Speed | Normal | Phys | 80 | 100 | 8 | Contact | 1 Foe | Always strikes first (priority +2). |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. |
| Covet | Normal | Phys | 60 | 100 | 20 | Contact | 1 Foe | If the user is not already holding an item, it steals the target’s held item. |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Hyper Voice | Normal | Spec | 90 | 100 | 12 | Sound | All Foes | An ordinary attacking move. |
| Round | Normal | Spec | 60 | 100 | 16 | Sound | 1 Foe | If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled. |
| Snore | Normal | Spec | 50 | 100 | 16 | Sound | 1 Foe | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. |
| Howl | Normal | Stat | - | - | 20 | Sound | All Allies | Boosts the Attack stats of the user and its allies by 1 stage. |
| Helping Hand | Normal | Stat | - | - | 20 | Ally | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| Morning Sun | Normal | Stat | - | - | 8 | Self | Restores 1/2 of the user’s max HP. In harsh sunlight, 2/3 of its max HP will be restored instead. In all other weather conditions, 1/4 of its max HP will be restored instead. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Scary Face | Normal | Stat | - | 100 | 12 | 1 Foe | Lowers the target’s Speed stat by 2 stages. | |
| Protect | Normal | Stat | - | - | 8 | Self | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Substitute | Normal | Stat | - | - | 12 | Self | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. | |
| Roar | Normal | Stat | - | - | 20 | Sound | 1 Foe | If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random. |
| Solar Beam | Grass | Spec | 120 | 100 | 12 | 1 Foe | The user gains the Charging status on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition. | |
| Raging Fury | Fire | Phys | 120 | 100 | 12 | Random Foe | The user gains the Rampaging status. | |
| Flare Blitz | Fire | Phys | 120 | 100 | 16 | Contact | 1 Foe | Has a 10% chance of burning the target. Cures the user of being frozen. The user also takes 1/3 of the damage dealt by this move. |
| Temper Flare | Fire | Phys | 75 | 100 | 12 | Contact | 1 Foe | This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn. |
| Fire Fang | Fire | Phys | 65 | 95 | 16 | ContactBite | 1 Foe | Has a 10% chance of burning the target and a 10% chance of making the target flinch. |
| Flame Charge | Fire | Phys | 50 | 100 | 20 | Contact | 1 Foe | Boosts the user’s Speed stat by 1 stage. |
| Heat Crash | Fire | Phys | - | 100 | 12 | Contact | 1 Foe | The more the user outweighs the target, the greater this move’s power (ranging between 40 and 120): 120 if the target’s weight is 1/5 or less of the user’s, 100 if 1/4 or less, 80 if 1/3 or less, 60 if 1/2 or less, and 40 if more than 1/2. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| Burn Up | Fire | Spec | 130 | 100 | 8 | 1 Foe | The user loses the Fire type. Cures the user of being frozen. This move fails unless it is used by a Fire type. | |
| Overheat | Fire | Spec | 130 | 90 | 8 | 1 Foe | Lowers the user’s Sp. Atk stat by 2 stages. | |
| Fire Blast | Fire | Spec | 110 | 85 | 8 | 1 Foe | Has a 10% chance of burning the target. | |
| Heat Wave | Fire | Spec | 95 | 90 | 12 | Wind | All Foes | Has a 10% chance of burning targets. |
| Flamethrower | Fire | Spec | 90 | 100 | 16 | 1 Foe | Has a 10% chance of burning the target. | |
| Fire Spin | Fire | Spec | 35 | 85 | 16 | 1 Foe | Gives the target the Bound status. | |
| Will-O-Wisp | Fire | Stat | - | 85 | 16 | 1 Foe | Burns the target. | |
| Sunny Day | Fire | Stat | - | - | 8 | Whole Field | Summons harsh sunlight for 5 turns. | |
| Wild Charge | Electric | Phys | 90 | 100 | 16 | Contact | 1 Foe | The user takes 1/4 of the damage dealt by this move. |
| Thunder Fang | Electric | Phys | 65 | 95 | 16 | ContactBite | 1 Foe | Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch. |
| Aerial Ace | Flying | Phys | 60 | - | 20 | ContactCut | 1 Foe | This move never misses. |
| Dig | Ground | Phys | 80 | 100 | 12 | Contact | 1 Foe | The user gains the Underground status on the turn this move is used, then attacks on the following turn. |
| Bulldoze | Ground | Phys | 60 | 100 | 20 | All | Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved. | |
| Scorching Sands | Ground | Spec | 70 | 100 | 12 | 1 Foe | Has a 30% chance of burning the target. Cures the user and target of being frozen. | |
| Close Combat | Fighting | Phys | 120 | 100 | 8 | Contact | 1 Foe | Lowers the user’s Defense and Sp. Def stats by 1 stage. |
| Reversal | Fighting | Phys | - | 100 | 16 | Contact | 1 Foe | The less HP the user has left, the greater this move’s power (ranging between 20 and 200). |
| Psychic Fangs | Psychic | Phys | 85 | 100 | 12 | ContactBite | 1 Foe | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full. | |
| Agility | Psychic | Stat | - | - | 20 | Self | Boosts the user’s Speed stat by 2 stages. | |
| Curse | Ghost | Stat | - | - | 12 | Special | The user loses 1/2 of its max HP to give the target the Cursed status. If the user is not a Ghost-type Pokémon, it lowers the user’s Speed stat by 1 stage and raises its Attack and Defense stats by 1 stage. | |
| Outrage | Dragon | Phys | 120 | 100 | 12 | Contact | Random Foe | The user gains the Rampaging status. |
| Dragon Pulse | Dragon | Spec | 85 | 100 | 12 | Pulse | 1 Foe | An ordinary attacking move with no additional effect. |
| Crunch | Dark | Phys | 80 | 100 | 16 | ContactBite | 1 Foe | Has a 20% chance of lowering the target’s Defense stat by 1 stage. |
| Thief | Dark | Phys | 60 | 100 | 20 | Contact | 1 Foe | If the user is not already holding an item, it steals the target’s held item. |
| Bite | Dark | Phys | 60 | 100 | 20 | ContactBite | 1 Foe | Has a 30% chance of making the target flinch. |
| Snarl | Dark | Spec | 55 | 95 | 16 | Sound | All Foes | Lowers targets’ Sp. Atk stats by 1 stage. |
| Iron Tail | Steel | Phys | 100 | 75 | 16 | Contact | 1 Foe | Has a 30% chance of lowering the target’s Defense stat by 1 stage. |
| Iron Head | Steel | Phys | 80 | 100 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |
| Play Rough | Fairy | Phys | 90 | 90 | 12 | Contact | 1 Foe | Has a 10% chance of lowering the target’s Attack stat by 1 stage. |
| Charm | Fairy | Stat | - | 100 | 20 | 1 Foe | Lowers the target’s Attack stat by 2 stages. | |
| Head Smash | Rock | Phys | 150 | 80 | 8 | Contact | 1 Foe | The user takes 1/2 of the damage dealt by this move. |
| Stone Edge | Rock | Phys | 100 | 80 | 8 | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. | |
| Rock Slide | Rock | Phys | 75 | 90 | 12 | All Foes | Has a 30% chance of making targets flinch. | |
| Rock Tomb | Rock | Phys | 60 | 95 | 16 | 1 Foe | Lowers the target’s Speed stat by 1 stage. | |
| Smack Down | Rock | Phys | 50 | 100 | 16 | 1 Foe | If the target is off the ground, it gains the Landed status. This move can hit a target that has the Sky-High status. | |
| Rock Blast | Rock | Phys | 25 | 90 | 12 | Ball | 1 Foe | The user attacks 2 to 5 times in a row. |
| Power Gem | Rock | Spec | 80 | 100 | 20 | 1 Foe | A regular attacking move. | |
| Stealth Rock | Rock | Stat | - | - | 20 | Foe's Side | Gives the opponent’s side the Stealth Rock status. | |
| Sandstorm | Rock | Stat | - | - | 8 | Wind | Whole Field | Summons a sandstorm for 5 turns. |
| Smart Strike | Steel | Phys | 70 | - | 12 | Contact | 1 Foe | This move never misses. |