#0059.1
Hisuian Arcanine

Hisuian Arcanine

Fire Rock

Abilities

  • Intimidate When the Pokémon enters a battle, it lowers the Attack stats of opponents by 1 stage.
  • Flash Fire Fire-type moves do not work on the Pokémon. Instead, they give the Pokémon the Flash Fire status, which boosts the power of Fire-type moves by 50%.
  • Rock Head Hidden The Pokémon will not lose HP due to recoil damage from its moves.

Stat Points

HP
95
ATK
115
DEF
80
Sp. Atk
95
Sp. Def
80
SPE
90

Weakness and Resistance

4x ★ Extremely Effective
Water Ground
2x ⦿ Super Effective
Fighting Rock
1x – Normal
Grass Electric Psychic Ghost Dragon Dark Steel
0.5x △ Resists
Normal Ice Poison Flying Bug Fairy
0.25x ▼ Mostly Ineffective
Fire

Learnable Moves (63)

Name Type Category Power PP Description
Aerial Ace physical 60 20 This move never misses.
Agility status - 20 Boosts the user's Speed stat by 2 stages.
Bite physical 60 20 Has a 30% chance of making the target flinch.
Body Slam physical 85 16 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.
Bulldoze physical 60 20 Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Burn Up special 130 8 The user loses the Fire type. Cures the user of being frozen. This move fails unless it is used by a Fire type.
Close Combat physical 120 8 Lowers the user's Defense and Sp. Def stats by 1 stage.
Covet physical 60 20 f the user is not already holding an item, it steals the target's held item.
Crunch physical 80 16 Has a 20% chance of lowering the target's Defense stat by 1 stage.
Dig physical 80 12 The user gains the Underground status on the turn this move is used, then attacks on the following turn.
Double-Edge physical 120 16 The user takes 1/3 of the damage dealt by this move.
Dragon Pulse special 85 12 —
Endure status - 12 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.
Extreme Speed physical 80 8 —
Facade physical 70 20 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.
Fire Blast special 110 8 Has a 10% chance of burning the target.
Fire Fang physical 65 16 Has a 10% chance of burning the target and a 10% chance of making the target flinch.
Fire Spin special 35 16 Gives the target the Bound status, where the Pokémon takes 1/8 damage of its max HP at the end of every turn and it cannot switch out.
Flamethrower special 90 16 Has a 10% chance of burning the target.
Flare Blitz physical 120 16 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.
Giga Impact physical 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Head Smash physical 150 8 The user takes 1/2 of the damage dealt by this move.
Heat Crash physical - 12 The 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.
Heat Wave special 95 12 Has a 10% chance of burning targets.
Helping Hand status - 20 Boosts the power of an ally’s move by 50% during the turn this move is used.
Howl status - 20 Boosts the Attack stats of the user and its allies by 1 stage.
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Hyper Voice special 90 12 —
Iron Head physical 80 16 Has a 20% chance of making the target flinch.
Iron Tail physical 100 16 Has a 30% chance of lowering the target's Defense stat by 1 stage.
Morning Sun status - 8 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.
Outrage physical 120 12 The user gains the Rampaging status, where for 2-3 turns the Pokémon continues its attack and is unable to take any other actions. After that, it becomes confused.
Overheat special 130 8 Lowers the user's Sp. Atk stat by 2 stages.
Power Gem special 80 20 —
Protect status - 8 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.
Psychic Fangs physical 85 12 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target's side.
Raging Fury physical 120 12 The user gains the Rampaging status, where for 2-3 turns the Pokémon continues its attack and is unable to take any other actions. After that, it becomes confused.
Rest status - 8 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.
Reversal physical - 16 The less HP the user has left, the greater this move's power (ranging between 20 and 200).
Roar status - 20 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.
Rock Blast physical 25 12 The user attacks 2 to 5 times in a row.
Rock Slide physical 75 12 Has a 30% chance of making targets flinch.
Rock Tomb physical 60 16 Lowers the target's Speed stat by 1 stage.
Round special 60 16 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.
Sandstorm status - 8 Summons a sandstorm for 5 turns.
Scary Face status - 12 Lowers the target's Speed stat by 2 stages.
Scorching Sands special 70 12 Has a 30% chance of burning the target. Cures the user and target of being frozen.
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Smack Down physical 50 16 If the target is off the ground, it gains the Landed status, where the Pokémon is now grounded and can be affected by Ground-type moves. This move can hit a target that has the Sky-High status.
Smart Strike physical 70 12 This move never misses.
Snarl special 55 16 Lowers targets' Sp. Atk stats by 1 stage.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Solar Beam special 120 12 The user gains the Charging status, where the Pokémon spends 1 turn charging before using a move, 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.
Stealth Rock status - 20 Gives the opponent's side the Stealth Rock status, where Pokémon that switch into battle will take damage equal to 1/8 of their max HP. This damage differs depending on the Pokémon's type matchup with the Rock type.
Stone Edge physical 100 8 This move has a 1-stage Critical-Hit Ratio Boost.
Substitute status - 12 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.
Sunny Day status - 8 Summons harsh sunlight for 5 turns.
Temper Flare physical 75 12 This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
Thief physical 60 20 If the user is not already holding an item, it steals the target's held item.
Thrash physical 120 12 The user gains the Rampaging status, where for 2-3 turns the Pokémon continues its attack and is unable to take any other actions. After that, it becomes confused.
Thunder Fang physical 65 16 Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch.
Wild Charge physical 90 16 The user takes 1/4 of the damage dealt by this move.
Will-O-Wisp status - 16 Burns the target.