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Damage multipliers this Pokemon takes from each attacking type (based on the current form).
Damage multipliers of this Pokemon's same-type (STAB) moves against each defending type.
High-firepower meta Pokémon that hit it super-effectively by type (estimated, not battle data)
Based on real ladder matchup statistics and expert community assessments (data snapshot 2026-05)
Arcanine-Hisui lands at 1.07% usage in high-rating singles (rank 79), running Rock Head to eliminate Head Smash recoil. The standard build pairs Flare Blitz / Head Smash / Extreme Speed / Close Combat or Stealth Rock for full-offensive pressure. Focus Sash leads items at 56.5%, preserving a guaranteed hit after taking damage, while Choice Scarf at 18.5% extends its Speed coverage further. Unlike the Kanto form's defensive identity, Hisui Arcanine operates as a front-line breaker and priority revenge killer.
Playstyle:Rock Head (95.7%) is the defining ability, enabling recoil-free Head Smash. Attack and Speed EVs are maxed under Jolly or Adamant natures. The core move set has Flare Blitz hitting Grass and Steel, Head Smash punishing Flying and Fire types, Extreme Speed as a priority finisher, and Close Combat rounding out Steel-type coverage. Focus Sash ensures at least one full attack even when outsped, and the combination of Sash into Extreme Speed creates a two-layer kill safety net. Choice Scarf sets sacrifice flexibility for Speed control over mid-tier threats.
Arcanine-Hisui posts 1.19% usage in high-rating doubles (rank 67), performing noticeably better in this format than in singles. The build splits between Rock Head offense (58.1%) and Intimidate support (41.6%), offering two distinct deployment profiles within a single team slot. Zero tournament appearances means competitive-stage validation is still pending, but the high-ladder footprint justifies a 'good' rating. Frequent partners Sneasler (8.4%) and Kingambit (7.3%) point to a role within aggressive team compositions.
Playstyle:The doubles set runs Flare Blitz (24.3%) / Protect (18.5%) / Rock Slide (17.6%) / Extreme Speed (16%) / Head Smash (15.3%), balancing priority output, spread flinching, and self-preservation. Focus Sash (47.7%) is the top item, followed by Choice Scarf (23.9%). Rock Slide's spread flinch chance adds meaningful pressure in both opposing slots simultaneously. When paired with Sneasler, Arcanine-Hisui serves as the offensive burst flank; alongside Kingambit, the Intimidate variant weakens opposing physical attackers to help Kingambit accumulate Supreme Overlord stacks safely.
Arcanine sits at 1.05% usage in high-rating singles (rank 80), carving out a role as a physically defensive pivot built around Intimidate. The dominant configuration leans on Leftovers recovery and Morning Sun to maintain longevity, slotting naturally as a buffer in Garchomp- and Mega-Gyarados-centric teams. While not a top-tier threat, it holds a stable presence as a niche defensive utility pick.
Playstyle:Arcanine runs Intimidate at near-100% frequency, paired overwhelmingly with Leftovers (70.9%) for passive recovery. Bold or Careful natures max physical bulk. The core four-move set of Will-O-Wisp / Morning Sun / Flamethrower / Snarl covers both physical and special lanes: Will-O-Wisp cripples physical attackers on the switch, Snarl chips and debuffs special attackers, and Morning Sun sustains longevity through multiple cycles. The strategy revolves around pivot-based chip accumulation rather than direct damage.
Arcanine registers just 0.43% usage in high-rating doubles (rank 101), placing it firmly in niche territory. While Intimidate carries universal value in doubles, Arcanine's Speed tier and offensive output are outclassed by dedicated doubles Intimidate users such as Incineroar. Ten tournament appearances hint at fringe viability, but it remains a secondary option overall.
Playstyle:The doubles set diverges notably from the singles approach. Sitrus Berry (44.9%) leads items, followed by Silk Scarf (17.4%) and Passho Berry (15.9%), reflecting a more offensively oriented build. The move set shifts to Flare Blitz / Extreme Speed / Protect / Will-O-Wisp or Snarl, blending priority offense with Protect-based survival. Intimidate runs at 85.7%, but 11.5% opt for Flash Fire—an alternative path that punishes expected Fire moves. The overall role is a hybrid priority attacker plus Intimidate support.