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#59
Default
227
ATK
166
DEF
207
STA
Lvl 50Max CP
3425
Lvl 40
3029
Lvl 25Weather Boost
2164
Lvl 20Raids/Eggs
1731
Lvl 15Research
1298

PvE Analysis

Once a top-performing Fire Type, Arcanine has slipped into obscurity. It's badly outclassed as a Fire Type, and its time as a pseudo-Electric Type is over as well. It's still well loved by many, and is a serviceable defender in the withered defense meta and an okay budget/early-game attacker, but it really doesn't provide any great utility at this point, as even the easily obtained Flareon out-paces it.

Best PvE Offensive Moveset

Fire Fang + FlamethrowerBest
Thunder Fang + Wild ChargeGood
  • Fire Fang benefits from STAB and should be paired with Fire-type charge moves.
  • Flamethrower outclasses Fire Blast, offering nearly the same DPS at half the energy cost.
  • Thunder Fang should be paired with Wild Charge to allow Arcanine to act as a pseudo Electric attacker, but consider other Pokemon instead. 

  • Snarl is superior to Bite due to its higher energy gains.

  • Crunch, Bulldoze*, and Psychic Fangs have no purpose on an offensive Arcanine.

Best PvE Defensive Moveset

Thunder Fang + Crunch, Flamethrower, or Scorching SandsBest
Fire Fang + Wild Charge, Crunch, or Scorching SandsBest
  • Thunder Fang is arguably the best on defense due to its potential at hurting Water-type attackers.

  • Snarl and Fire Fang are both great as well depending on the Charged Move of choice.

  • Don't expect Bite to do much at all to attackers.

  • Wild Charge is a powerful and nasty surprise to Water-type counters, but pairing it with Thunder Fang makes Arcanine very vulnerable to Ground Types.

  • Crunch, Flamethrower, and Scorching Sands are all optimal depending on the Fast Move.

  • Psychic Fangs comes out frequently, but is to weak to be worth using.

  • Fire Blast is underwhelming in every aspect.

PvP Analysis

Snarl Or Fire Fang + Flamethrower and Wild Charge

In most situations, Snarl is the superior fast move due to its neutral coverage and superior energy generation, though Fire Fang gets STAB and allows Arcanine to act as a Fire Type attacker to a greater degree. Thunder Fang can be used to surprise Water-type Pokemon, but this likely isn't enough for Arcanine to win due to its poor bulk. 

Flamethrower (90 Power/55 Energy) is a decent Fire-Type STAB move, while Wild Charge (90 Power/50 Energy) provides important coverage and is an objectively good move on its own. Bulldoze and Scorching Sands provide useful coverage, but giving up other charge move options may not necessarily be worth it. 

Fire Fang + Crunch and Wild Charge

While the previous moveset focuses more on a generalist approach, this moveset has a greater focus on Arcanine's performance as a lead. Fire Fang has good power and okay energy gain, which allows it to combine with the lesser energy of Crunch (70 Power/45 Energy) in order to produce shield pressure. Wild Charge is preferred in the final slot due to its ability to punish counters, though Flamethrower is also an option if additional fire-type coverage would be beneficial for an expected matchup.

Great League1 / 5

Arcanine does not perform well in the Great League. The CP drop needed basically cuts its power, which is more tilted towards Attack, in half. Sadly, the "Legendary" Pokemon should generally not be chosen for most Great League teams.

Ultra League1 / 5

Arcanine does a bit better in the Ultra League, where its CP isn't eaten into quite as much. It has the tools to act as a decent general-use Pokemon or a shield-shredder, and it also has fairly wide coverage and counter-coverage in its Charged moves, making it a bit of a wild-card. However, it doesn't have much of a niche in the tier aside from its surprise factor.

Master League0 / 5

When its power is fully realized, Arcanine still doesn't make many waves due to just what it's up against. It does have a somewhat unpredictable moveset, and it has a few key matchups such as Metagross and Gyarados, but other Pokemon can fill the same role to a better degree.

Purification Cost
3 Candy + 3,000 Stardust
Second Charge Move Cost
50,000 Stardust + 50 Candy
Flee Rate
6 %
Buddy Distance
3 KM
Catch Rate
10 %
Female Ratio
25 %
Male Ratio
75 %