Hey everyone, soo Arcanine is my favourite mon and when I joined Smogon recently I headed straight for UU to build a team around him. After a lot of trial and error this is the team I currently use. Its by no means perfect but its fun and gets decent results. Its main aim is to punch holes with Arcanine and have the other team mates support and cover him. I am fully aware that other UU fire mons like Entei, Darmanitan kinda outclass Arcanine with more power. However at the end of the day, mauling a Gyarados with a predicted wild charge, Extreme speeding a Beedril for for the win make every hard fought victory all the more sweeter. So here we go....
Arcanine @ Choice Band
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Flare Blitz
- Extreme Speed
- Wild Charge
- Close Combat
So we have a Choice Banded Arcanine with an Adamant nature to maximise offensive potential. This makes him a very precise mon to use however its worth it over life orb as it gets that extra power and then the recoil from flare blitz + orb is just too much. Where Arcanine shines the most is E-speed and his vast movepool. If you get your predictions it can certainly hurt those weak to fighting and Electricity.
Blastoise-Mega @ Blastoisinite
Ability: Mega Launcher
EVs: 184 HP / 252 SpA / 72 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Dark Pulse
- Aura Sphere
Blastoise is there for hazard removal and has good synergy with Arcanine as they cover each others glaring weaknesses. Dark pulse and Aura Sphere for stuff like Cress, Snorlax, reuniclus etc. No ice beam as arcanine is there for predicted switch ins for grass types.
Rotom-Mow @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Leaf Storm
- Trick
Rotom's Dual typing helps a lot against bulky waters and ground types. Scarfed for speed and hence with trick to cripple defensive walls. He is also the first half of a volt-turn core. Again a very precise mon as a wrong click of volt switch leads to free rocks for the opponent usually. And Iv also used trick prematurely for some hilarious results. But yeah hes also there for a ground immunity and basically coverage that the rest of the team lacks.
Gligar @ Eviolite
Ability: Immunity
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- U-turn
- Roost
- Stealth Rock
- Toxic
I like a defensive mon that can keep up momentum when needed and has access to recovery. Stealth rock for Beedril and other fires and toxic against stall. Furthermore he offers 2 vital immunities for Arcanine and Blastoise. No defog as Blastoise is there. And no earthquake as he is rather weak and I really do like his utility moves.
Heracross @ Leftovers
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Facade
- Knock Off/ megahorn???
This is one of my favourite mons to use. When played right he can absolutely demolish stall. I first started of with a flame orb but that severely limits his time on the field especially when opponents use protect. Also not to clear on the movepool to use now as facade requires one to get burned, but is so good at taking out incoming fairies when at plus 2. So yeah I know this guy def needs some tweaks. Also He is protected well by Flash fire arcanine and gligar.
Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Hyper Voice
- Wish
- Protect
- Heal Bell
And finally Sylveon with a standard cleric set. I like sylveon for its more offensive presence over florges. Its also my dragon immunity and is protected well by Gligar/ Arcanine/ Blastoise at the same time shielding them from key weaknesses.
So this is the team and any help to make it better and Arcanine shine is greatly appreciated!
Arcanine @ Choice Band
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Flare Blitz
- Extreme Speed
- Wild Charge
- Close Combat
So we have a Choice Banded Arcanine with an Adamant nature to maximise offensive potential. This makes him a very precise mon to use however its worth it over life orb as it gets that extra power and then the recoil from flare blitz + orb is just too much. Where Arcanine shines the most is E-speed and his vast movepool. If you get your predictions it can certainly hurt those weak to fighting and Electricity.
Blastoise-Mega @ Blastoisinite
Ability: Mega Launcher
EVs: 184 HP / 252 SpA / 72 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Dark Pulse
- Aura Sphere
Blastoise is there for hazard removal and has good synergy with Arcanine as they cover each others glaring weaknesses. Dark pulse and Aura Sphere for stuff like Cress, Snorlax, reuniclus etc. No ice beam as arcanine is there for predicted switch ins for grass types.
Rotom-Mow @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Leaf Storm
- Trick
Rotom's Dual typing helps a lot against bulky waters and ground types. Scarfed for speed and hence with trick to cripple defensive walls. He is also the first half of a volt-turn core. Again a very precise mon as a wrong click of volt switch leads to free rocks for the opponent usually. And Iv also used trick prematurely for some hilarious results. But yeah hes also there for a ground immunity and basically coverage that the rest of the team lacks.
Gligar @ Eviolite
Ability: Immunity
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- U-turn
- Roost
- Stealth Rock
- Toxic
I like a defensive mon that can keep up momentum when needed and has access to recovery. Stealth rock for Beedril and other fires and toxic against stall. Furthermore he offers 2 vital immunities for Arcanine and Blastoise. No defog as Blastoise is there. And no earthquake as he is rather weak and I really do like his utility moves.
Heracross @ Leftovers
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Facade
- Knock Off/ megahorn???
This is one of my favourite mons to use. When played right he can absolutely demolish stall. I first started of with a flame orb but that severely limits his time on the field especially when opponents use protect. Also not to clear on the movepool to use now as facade requires one to get burned, but is so good at taking out incoming fairies when at plus 2. So yeah I know this guy def needs some tweaks. Also He is protected well by Flash fire arcanine and gligar.
Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Hyper Voice
- Wish
- Protect
- Heal Bell
And finally Sylveon with a standard cleric set. I like sylveon for its more offensive presence over florges. Its also my dragon immunity and is protected well by Gligar/ Arcanine/ Blastoise at the same time shielding them from key weaknesses.
So this is the team and any help to make it better and Arcanine shine is greatly appreciated!