Arcanine

Arcanine

Rank #126Fire

HP
165
Atk
130
Def
100
SpA
120
SpD
100
Spe
115
Total730

Usage Format

Arcanine Abilities

All Arcanine Forms

Name Type HP Atk Def SpA SpD Spe Total Wt
ArcanineArcanine
Fire165130100120100115730155
Hisuian ArcanineHisuian ArcanineFireRock170135100115100110730168

Arcanine Type Effectiveness

Weak to

Ground2×Rock2×Water2×

Resistant to

Bug½×Steel½×Fire½×Grass½×Ice½×Fairy½×

Immune to

—

Damaged normally by

Normal1×Fighting1×Flying1×Poison1×Ghost1×Electric1×Psychic1×Dragon1×Dark1×

Arcanine Moves

Usage Move Type Category Target Power Acc PP Prio Description
70.7%Flare BlitzFirePhysicalSingle120100160Has 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.
67.9%Extreme SpeedNormalPhysicalSingle801008+2—
56.2%ProtectNormalStatusSelf—∞8+4The 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.
29.8%SnarlDarkSpecialAll Foes5595160Lowers targets’ Sp. Atk stats by 1 stage.
26.7%Will-O-WispFireStatusSingle—85160Burns the target.
19%HowlNormalStatusAllies—∞200Boosts the Attack stats of the user and its allies by 1 stage.
16.3%Play RoughFairyPhysicalSingle9090120Has a 10% chance of lowering the target’s Attack stat by 1 stage.
16.1%Wild ChargeElectricPhysicalSingle90100160The user takes 1/4 of the damage dealt by this move.
14.7%Close CombatFightingPhysicalSingle12010080Lowers the user’s Defense and Sp. Def stats by 1 stage.
12.3%Heat WaveFireSpecialAll Foes9590120Has a 10% chance of burning targets.
—Double KickFightingPhysicalSingle30100200—
—Body SlamNormalPhysicalSingle85100160Has 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.
—ThrashNormalPhysicalRandom120100120The user gains the Rampaging status.
—Double-EdgeNormalPhysicalSingle120100160The user takes 1/3 of the damage dealt by this move.
—BiteDarkPhysicalSingle60100200Has a 30% chance of making the target flinch.
—RoarNormalStatusSingle—∞20-6If there are other Pokemon 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 Pokemon at random.
—FlamethrowerFireSpecialSingle90100160Has a 10% chance of burning the target.
—Hyper BeamNormalSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—Solar BeamGrassSpecialSingle120100120The 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.
—Fire SpinFireSpecialSingle3585160Gives the target the Bound status.
—DigGroundPhysicalSingle80100120The user gains the Underground status on the turn this move is used, then attacks on the following turn.
—AgilityPsychicStatusSelf—∞200Boosts the user’s Speed stat by 2 stages.
—Fire BlastFireSpecialSingle1108580Has a 10% chance of burning the target.
—RestPsychicStatusSelf—∞80Fully 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.
—SubstituteNormalStatusSelf—∞120The 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. Sound-based moves will hit the user through the substitute.
—ThiefDarkPhysicalSingle60100200If the user is not already holding an item, it steals the target’s held item.
—SnoreNormalSpecialSingle50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
—CurseGhostStatusVaries—∞120The user loses 1/2 of its max HP to give the target the Cursed status.
—ReversalFightingPhysicalSingle—100160The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
—Scary FaceNormalStatusSingle—100120Lowers the target’s Speed stat by 2 stages.
—OutrageDragonPhysicalRandom120100120The user gains the Rampaging status.
—EndureNormalStatusSelf—∞12+4During 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.
—CharmFairyStatusSingle—100200Lowers the target’s Attack stat by 2 stages.
—Sleep TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—Iron TailSteelPhysicalSingle10075160Has a 30% chance of lowering the target’s Defense stat by 1 stage.
—Morning SunNormalStatusSelf—∞80Restores 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.
—Sunny DayFireStatusField—∞80Summons harsh sunlight for 5 turns.
—CrunchDarkPhysicalSingle80100160Has a 20% chance of lowering the target’s Defense stat by 1 stage.
—FacadeNormalPhysicalSingle70100200This 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.
—Helping HandNormalStatusAlly—∞20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
—Hyper VoiceNormalSpecialAll Foes90100120—
—OverheatFireSpecialSingle1309080Lowers the user’s Sp. Atk stat by 2 stages.
—Aerial AceFlyingPhysicalSingle60∞200This move never misses.
—CovetNormalPhysicalSingle60100200If the user is not already holding an item, it steals the target’s held item.
—Dragon PulseDragonSpecialSingle85100120—
—Giga ImpactNormalPhysicalSingle1509080The user gains the Recharging status on the turn after this move is used.
—Thunder FangElectricPhysicalSingle6595160Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch.
—Fire FangFirePhysicalSingle6595160Has a 10% chance of burning the target and a 10% chance of making the target flinch.
—Iron HeadSteelPhysicalSingle80100160Has a 20% chance of making the target flinch.
—Flame ChargeFirePhysicalSingle50100200Boosts the user’s Speed stat by 1 stage.
—RoundNormalSpecialSingle60100160If multiple Pokemon 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.
—BulldozeGroundPhysicalAll60100200Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
—Heat CrashFirePhysicalSingle—100120The more the user outweighs the target, the greater this move’s power (ranging between 40 and 120). If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
—Burn UpFireSpecialSingle13010080The user loses the Fire type. Cures the user of being frozen. This move fails unless it is used by a Fire type.
—Psychic FangsPsychicPhysicalSingle85100120Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
—Scorching SandsGroundSpecialSingle70100120Has a 30% chance of burning the target. Cures the user and target of being frozen.
—Raging FuryFirePhysicalRandom120100120The user gains the Rampaging status.
—Temper FlareFirePhysicalSingle75100120This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.