Arcanine

Arcanine, the Legendary Pokémon. An ancient picture scroll shows that people were captivated by its movement as it ran through prairies. Its magnificent bark conveys a sense of majesty. Anyone hearing it can't help but grovel before it.

Overview

Despite a relatively fantastic beginning in the 9th generation, Arcanine has fallen by the wayside as consistent power creep has usurped not only itself, but its competition. Which is a shame as Arcanine as a lot going for it. Base 110 Attack is potent, and Arcanine has the movepool to abuse it, having not just STAB like Flare Blitz, but also Close Combat and the invaluable Extremespeed for coverage and priority. Defensively Arcanine is just as, if not even more superb. With 90/80/80 Defenses, Intimidate, the great defensive profile of Fire type and reliable recovery in Morning Sun has left Arcanine the de facto Defensive Fire type for many years. Couple all of this with a decent Base 95 Speed and Arcanine gets the jump on many defensive and even some offensive Pokémon.

But Arcanine has been outclassed for good reason as well. Aside from its offenses, none of its stats go above Base 100. Especially distressing given that Arcanine’s Speed misses the important base 100 Benchmark that so many other Pokémon operate at. And while Arcanine’s Attack is good, it can find itself lacking against sturdier and struggles to play defense while on offense thanks to the self destructive nature of Arcanine’s favored moves. And Arcanine is surrounded by incredibly stiff competition. From Cinderace and Ceruledge who offer more offensively to Moltres, Skeledirge, Heatran and Tauros Blaze who possess superior bulk, typing and/or recovery and Arcanine starts feeling more like a jack of all trades than a master of all. Arcanine’s isn’t without merit however, and its flexibility gives it a spot on many-a team looking for a Fire type.
Positives
Base 110 Attack is impressive enabling even defensive Arcanine to apply offensive pressure.
90 / 80 / 80 Defenses with Intimidate enables Arcanine to act as a wall, able to pivot into attacks and blunt the opponent’s offense
Incredible Movepool, not only wide coverage to take advantage of Arcanine’s Attack, but invaluable priority in Extreme Speed, recovery in Morning Sun and utility in Will-o-Wisp enables Arcanine to fulfill a variety of roles

Negatives
Common weaknesses belay Arcanine’s good bulk and it needs to invest in its defenses to reliably tank attacks.
Lack of boosting power outside of Howl has Arcanine struggling against dedicated physical walls.
Stiff competition in all of its roles

Movesets

Bulky Burning Barker

-Will-O-Wisp
-Morning Sun
-Flare Blitz
-Extreme Speed
Ability: Intimidate
Item: Heavy Duty Boots
EVs and Nature:
252 HP / 252 Def / 4 Spe
Impish Nature

Arcanine’s tried and tested physical wall set, pivoting into physical attackers like Dragonite, Chien-Pao, Scizor, Kingambit, Iron Leaves, Staraptor, etc. with Intimidate to blunt their attacks and Will-o-Wisp to utterly ruin them if they stay in. Morning Sun is what makes Arcanine so famed a wall, enabling it to pivot into attacks repeatedly and giving much greater durability. Flare Blitz may seem counter intuitive, but Fire STAB is invaluable offensively and prevents Arcanine from being entirely passive. Extreme Speed is incredible in picking off weakened targets, preventing them from getting in even more damage on Arcanine and its team.

Tera Types:
As with many defensive Pokémon, Arcanine does get a lot of mileage out of its base defensive type, so Terastalizing may not always be the right option for it. That being said, being able to drop Fire’s common weaknesses can be invaluable in walling targets otherwise out of reach for Arcanine. Tera Water is great for this, having an excellent defensive profile with few weaknesses and few Grass types willing to switch in to Arcanine directly thanks to Fire STAB. Tera Fairy is similarly excellent, enabling Arcanine to stomach brutal Dragon and Fighting STABs while its Fire STAB threatens Steel types.

EVs and Items:
Max HP and Defense are the go to option for this set, as its traits make Arcanine predisposed to be a physical wall, so giving it as much physical bulk as possible is recommended. Speed investment is worth consideration; Arcanine’s base Speed isn’t bad and getting the jump on targets can mean the difference between getting knocked out and crippling them. 60 Speed is necessary for getting the jump on Adamant Breloom, while 84 Speed can outspeed popular spreads for Bulk Up Great Tusk. Heavy Duty Boots is vital for Arcanine’s walling capabilities as it is not able to pivot in near as often or as much if getting a fourth of its health eaten by Stealth Rock, let alone Spikes and Toxic Spikes.

Partners:
Toedscruel makes for a great partner for Arcanine, having the Special Bulk to compliment Arcanine’s physical walling, forming a Grass-Fire core and setting up Spikes that punishes the pivoting that Arcanine often forces. Wo-Chien also fulfills a similar role, swapping out Spikes setup for pure walling power and setting up Leech Seed which makes it easier for Arcanine to pivot in. Vaporeon is another excellent partner, dealing with opposing Fire types like Tauros Blaze, Skeledirge, Armarouge and Ceruledge that normally give Arcanine a lot of trouble, enjoying Arcanine’s walling capabilities and passing on Wishes to keep Arcanine healthy when switching in. Florges is another Wish passer with superb Special bulk that can form a defensive core with Arcanine. Dragalge also deserves mention for its amazing Special Defense and ability to address most Fire types.

Other Options:
Flamethrower -if you don’t want your wall to tear itself apart when attacking, Arcanine’s Special Attack is serviceable and many of its favored walling targets have more Defense than Special Defense, though the power drop is still noticeable.
Bulldoze -offers invaluable Speed Control -hitting a counter on the switch in can turn them into setup fodder.
Snarl -blunts Special Attackers switching in, turning them into setup fodder for Arcanine and its team.
Roar -a fantastic option if Hazards are setup, accumulating more chip damage and potentially forcing your opponent’s counter out on the switch.

Burning Might

-Flare Blitz
-Extreme Speed
-Close Combat
-Play Rough
Ability: Intimidate
Item: Choice Band
EVs and Nature:
4 HP / 252 Atk / 252 Spe
Jolly Nature

Arcanine is an incredible Choice Band attacker, using Intimidate and its good bulk to pivot in and immediately pressure the opponent with its Banded Attacks. Flare Blitz is STAB of Choice, having incredible power and melting invaluable targets like Gholdengo, Chien-Pao, Scizor, Forretress, Wo-Chien and Tera Steel Pokémon as well as chunking anything not resistant to it. Extreme Speed is invaluable priority given Arcanine’s speed enabling it to pick off weakened targets for an easy revenge KO. Close Combat is just all around fantastic coverage, invaluable for hitting Heatran, but also covering Chi-Yu, Hisuian Goodra, Tyranitar, Tera Normal Dragonite and more. Play Rough rounds out the set, hitting many Dragon types that would normally wall Arcanine’s STAB like Roaring Moon, Hydreigon, Dragapult, etc. as well as additional coverage on Dark and Fighting types.

Tera Types:
As Dragonite has proven, Tera Normal and Extremespeed are a potent combination and Arcanine is no exception, boosting its priority move into actually viable killing power, able to take out frailer targets with distressingly small amounts of chip like Floatzel, Barraskewda, offensive Gyarados, Iron Moth, Lokix, Sneasler, and Thundurus after Stealth Rock, and many more that are 2HKOd and thus can’t switch in safely. Otherwise, Terastalizing for any of Arcanine’s coverage is good for applying more pressure and changing Arcanine’s weakness to maintain momentum. Tera Fairy is excellent as before, offering an incredible defensive type and bolsters Play Rough. Tera Fighting gives Arcanine valuable Rock resistance, and bolsters Close Combat for valuable coverage against Ting-lu, while Tera Fire lacks defensive utility in return for turning Flare Blitz utterly nuclear, pulling off stunts like OHKOing defensive Zapdos, defensive Annihilape, cleanly 2HKOing defensive Great Tusk and Cresselia, the list goes on and on.

EVs and Items:
Max Attack and Speed are highly recommended for Arcanine to hit as hard and fast as possible. As mentioned however, Arcanine’s defenses and Intimidate do make HP investment worth considering enabling Arcanine to soak more attacks (and Flare Blitz Recoil) which is invaluable for any Choice Band sweeper for being able to pivot in. Choice Band is the namesake of the set, but Assault Vest is another viable option giving Arcanine considerable special bulk alongside Intimidate which vastly increases its sticking power as a bulky attacker.

Partners:
Since Choice Arcanine can’t hold Heavy Duty boots, Hazard control is paramount. Tsareena is an excellent example of a Rapid Spinner, able to cover Water, Ground and Rock types with its Grass STAB, but also pivot Arcanine in with U-Turn, excellent for maintaining momentum and continuously apply pressure. Noivern is similar with Defog, but trades great super effective Coverage for fantastic neutral coverage and immediate power. Inteleon is another standout partner, again helping complete the Water-Fire core with excellent complimentary Special Water coverage, taking out physical walls and opposing Fire types that trouble Arcanine alike. Being able to pivot into Arcanine with U-Turn just furthers Inteleon’s utility, enabling mind games and maintaining momentum with excellent prediction. Iron Bundle, Greninja and Basculegion are other excellent examples that can fill this role.

Other Options:
Wild Charge -offers vital coverage against many bulky Water types including Gyarados, Dondozo, Toxapex that can wall Arcanine otherwise, but having a second recoil move really starts sapping Arcanine’s health and making it easier to play around.
Crunch -offers some minor but vital coverage against Slowbro, Slowking, Armarouge, Skeledirge, and Ceruledge
Flash Fire -if Terastalizing, Flash Fire provides additional protection against Burns which can be great if Arcanine is your dedicated Terastalize target, but the additional bulk from Intimidate is really hard to pass up.

VGC & Doubles Options

Arcanine’s doubles history has, after generations of being ignored, flashes in the pan before being shoved back down into obscurity by the competition and this generation is little different. After being one of the de facto Intimidate user alongside Gyarados, the return of Landorus-Therian as push Arcanine back down into obscurity. However, Arcanine always sees high initial use for good reason -its expansive movepool offers plentiful support and disruption options, some of which cannot be replicated by any other available Intimidate user. While the introduction of Clear Amulet and Urshifu-Rapid are brutal blows against Intimidate users, Arcanine stands out from the pack with its diverse moveset.

Old Dog, Same Tricks

-Snarl
-Will-o-Wisp
-Flare Blitz
-Extreme Speed
Tera Type: Water
Ability: Intimidate
Item: Safety Goggles
EVs and Nature:
252 HP / 252 Atk / 4 Spe
Adamant Nature

You know what they say about Old Dogs and New Tricks, but when the Cat starts copying the dog, the dog may have been onto something. Arcanine's flagship set, blending offense and disruption into a potent package of pain. Snarl works wonderfully with Intimidate, ensuring that no matter what offense the opponent is running it is going to be blunted, making your team all the more bulky and enabling them to outlast your opponent. Will-o-Wisp is another potent tool in Arcanine's tool box, permanently ruining opposing physical attackers like Lando-T and Urshifu-Rapid, the latter notable for its Surging Strikes ignoring Intimidate's attack drop. Stopping Dragonite's Multiscale is just icing on the cake. Flare Blitz is where the offense of the set comes in, breaking Chien-Pao, Amoongus, Rillaboom, Gholdengo and many Tera-Steel/Grass targets. Extreme Speed rounds out the set, great for picking off foes that survived on a bit of health and great for ensuring Arcanine gets that last bit of damage in before being KOd.

Safety Goggles prevents Amoongus from shutting down Arcanine with Spore or redirecting Extremespeed and Will-o-Wisp. Tera Water helps ensure Arcanine isn’t destroyed by Urshifu Rapid, Landorus-T while not being weak to Chien-Pao, Tornadus and Heatran post Terastalization.

Other Options and Preferred Partners:

Protect -Best move in doubles whose laurels have been sung time and time again and Arcanine's use is no exception.
Rocky Helmet -Punish Urshifu Rapid’s Surging Strikes
Tera Grass -offers resistances to Water and Ground attacks which can be invaluable,
Helping Hand -if you want to forego Attack investment for bulk, this makes sure Arcanine is still contributing to KOing the opponent.
Howl -Escalate’s Arcanine’s and its partner’s Attack, making both more threatening over time.
Close Combat -great coverage, hitting Ursaluna, Heatran, Chi-Yu and Iron Bundle hard.
Iron Head -crushes Flutter Mane who is enemy number one right now.
Amoongus and Rillaboom make excellent partners -the Grass-Fire core is just as strong in doubles as in singles and both love the extra durability that Arcanine provides. In turn, both provide disruption and redirection to keep Arcanine healthy
Fluttermane -loves Arcanine for its ability to patch up its lacking defense with Intimidate and Will-O-Wisp as well as melt opposing Steel types with its Fire STAB.

Countering Arcanine

Arcanine’s diverse roles and movesets make universal counters virtually nonexistent. However, some Pokémon do fare better than others. Bulky Water types that don’t mind Burns like Slowbro, Rest Tauros Aqua and Rest Dondozo tend to fare the best, able to pivot into both Choiced and Tanky Arcanine with ease and overwhelm it with their STABs, though Choice Band Wild Charge can and will 2HKO.

Opposing Fire types, especially Tauros Blaze, Ceruledge and Skeledirge also give most Arcanine sets a lot of trouble, all being immune to Will-O-Wisp, the former further blunting Arcanine’s Attack with Intimidate while the latter two outright no sell any attack not named Crunch and all 3 can threaten back with their own Secondary STABs.

After this, it comes down to what set Arcanine is running, which can be difficult to discern given regardless of set you are likely going to see Flare Blitz, Extremespeed and Intimidate, so make sure to pay attention to damage being dealt by Arcanine to identify its role and item.

Defensive sets with Heavy Duty Boots are perhaps the most maddening to deal with, since they can have an answer to any situation. Physical Attackers loathe Intimidate and Will-o-Wisp, Special Attackers don’t like switching into Snarl and anything faster can have their speed sapped by Bulldoze. But Defensive sets also falter the most against Fire resistant walls, lacking the power and coverage of the more offensive sets to break through while being the ones to care the least about speed. Garganacl is an excellent option, immune to Will-o-Wisp and able to use Arcanine as setup fodder. Coalossal and Heatran can use Flare Blitz and Will-o-Wisp for a boost and force Arcanine out with STAB/Earth Power respectively.

Offensive sets can fall prey to faster attackers, especially those that can stomach a boosted Extreme Speed. Scarf Landorus Therian, Lycanroc, Scarf Krookodile and more all do well, especially if they dodge the initial Intimidate.

Sets lacking Snarl or Assault Vest often have little recourse to Special Attackers, so answers like Scarf Glimmora, and Dragapult can work well, as will a myriad more if Arcanine is not locked into Extremespeed.

What is most exploitable about Arcanine is its reliance on Flare Blitz and Close Combat. Good prediction and pivoting can have Arcanine tear itself apart with its own move and push it safely into KO range without having to sacrifice a teammate.

Hisuian Corner

Hisuian Arcanine, the Legendary Pokémon. Snaps at its foes with fangs cloaked in blazing flame. Despite its bulk, it deftly feints every which way, leading opponents on a deceptively merry chase as it all but dances around them..

Overview

Growlithe, and thus Arcanine getting a regional variant in Legends Arceus was initially met with great excitement, being a longtime fan favorite in both design and playability and the regional variants seemed to build on that. Then they were revealed to be Fire Rock type and that all came crashing down. Fire Rock is one of the worst defensive types in the game, with crippling quadruple weaknesses to Ground and Water on top of common Fighting and Rock weaknesses. The loss of 5 points in speed was also devastating, greatly increasing the number of Pokémon that outstrip Hisuian Arcanine and exploit its horrid typing, something that a mere 5 base HP increase does not offset.

Hisuian Arcanine’s transfer to Scarlet and Violet reveal that not all is bad with this stony dog. Rock Head is an amazing ability to have especially with Flare Blitz and the incredibly rare Head Smash in H-Arcanine’s movepool, making it one of the best abusers of the ability and much faster than previous abusers Aggron and Tyrantrum. Terastalization is another incredible boon for H-Arcanine, enabling it to discard its horrid base typing for a much better defensive one all the while keeping the incredible STABs that Rock Fire provides. And Hisuian Arcanine benefits from the same expansive movepool its Kantonian variant boasts, which with its bulkier stat spread can make it harder to take out, especially when H-Arcanine is not taking recoil. While Hisuian Arcanine’s typing is extremely detrimental in both opportunity cost and teambuilding, its power is a tantalizing prospect to many-a trainer.
Positives
Rock Head Head Smash is always an incredible combo for its power, and H-Arcanine can abuse Rock Head to its fullest with Flare Blitz and Wild Charge as well
Base 115 Attack ensures H-Arcanine has little want for power, hitting hard with its expansive coverage.
95 HP and average defenses ensures H Arcanine can tank a neutral hit without issue.

Negatives
Rock Fire is a horrid type defensively and using Terastalization to fix it greatly reduces your team’s flexibility.
Base 90 speed is slow for such an offensive Pokémon, leaving H-Arcanine outsped by many threats, further exasperating its poor typing and defensive issues.
Head Smash is not the most reliable move and misses can be devastating.

Movesets

Shrine Guardian

-Head Smash
-Flare Blitz
-Extreme Speed
-Tera Blast
Ability: Rock Head
Item: Choice Band
EVs and Nature:
4 HP / 252 Atk / 252 Spe
Jolly Nature

Choice Band Hisuian Arcanine makes for a terrifying wallbreaker that forces your opponent into no good positions once Hisuian Arcanine hits the field. STAB Head Smash is ludicrously powerful, 2HKOing walls as sturdy as Corviknight and just missing out on the 2HKO on Dondozo, leaving anything weaker and non resistant vulnerable to being outright annihilated upon switching in. Steel types are not an answer either as H-Arcanine’s Flare Blitz will obliterate any Steel type not named Heatran who will still lose 80% of its health to Head Smash. Extreme Speed offers invaluable priority given Hisuian Arcanine’s poor speed, enabling it to serve a role against faster, more offensive team that may not otherwise give it an opportunity to attack. Tera Blast rounds out the set, giving H-Arcanine coverage based on what type it is Terastalized into to dodge the unfortunate effects of its base typing.

Tera Types:
Tera Flying or Tera Grass are excellent options for Hisuian Arcanine, the former offering an immunity to Ground and resistance to Fighting while the latter offers resistances to Ground and Water. What is more invaluable is their coverage against Fighting and Ground types who otherwise resist Head Smash, leaving even fewer answers to H-Arcanine’s blistering assault. If not running Tera Blast, Tera Normal for buffing Extreme Speed or Tera Fairy for Play Rough are good fallback options. Hisuian Arcanine’s base typing is so poor that you will be changing your base typing the second you suspect a Water or Ground move.

EVs and Items:
Max Attack and Speed are recommended for H-Arcanine to apply as much damage as possible as quickly as possible. Max Speed is vital for getting the jump on targets like Great Tusk, Quaquaval, Kleavor and Gholdengo. Unlike Kantonian Arcanine, since we aren’t running Intimidate, HP investment is less useful here than it would be otherwise. Choice Band is for as much wallbreaking power as possible, while Life Orb or Hard Stone are good backup options if you want to retain move flexibility.

Partners:
Fast Special Attackers who can blow holes in the physical walls that try to resist Hisuian Arcanine’s assault are greatly appreciated. Dragapult is an excellent example, its high speed and Draco Meteor great for ripping holes in Dondozo, Garganacl and Great Tusk and leave them unable to properly pivot into H-Arcanine’s blistering attacks later. Being a speedy pivot with U-Turn doesn’t hurt either. Enamorous also works well, offering incredible Fairy and Flying coverage for opposing Fighting types while Hisuian Arcanine melts opposing Steel and Ice types in return.

Other Options:
Stealth Rock -always a fantastic move, and if you know your opponent has a solid H-Arcanine answer, this can still progress your game state even if Arcanine isn’t likely to deal significant damage. Double Edge -pairs well with Extreme Speed and Tera Normal for spammable STABs.
Close Combat -hits Ting-Lu hard who otherwise can tank H-Arcanine’s STABs.
Will-O-Wisp -Great for ruining Great Tusk and Landorus Therian who think they can switch in for free.

VGC & Doubles Options

With how prolific Hisuian Arcanine’s weaknesses are, you’d think it would not enjoy the same level of success in Doubles as Kantonian Arcanine. However, its slightly increased bulk, the relatively less importance of speed in Doubles due to Speed Control options and Rock STAB being a wonderful tool with all the Genies about ensures Hisuian Arcanine has just as, if not an even more prolific reach in Doubles than its Kantonian Counterpart. And Rock Fire also has several very important resistances including Flutter Mane’s Dazzling Gleam and Moonblast, Tornadus’ Bleakwind Storm, and Dragonite’s Extreme Speed, giving it valuable defensive utility even when not Terastalizing. However, Rock Fire remains a sore sticking point, stressing teambuilding, constricting Terastalizing options and a constant tightrope act. One miscall with Hisuian Arcanine can have it wiped out without doing anything.

Dual Guardians

-Snarl
-Flare Blitz
-Extreme Speed
-Rock Slide
Tera Type: Normal
Ability: Intimidate
Item: Assault Vest
EVs and Nature:
212 HP /228 Atk /68 Speed
Jolly Nature

Hisuian Arcanine offers a more offensive take on Arcanine’s Intimidate + Snarl set, using Intimidate and Assault Vest to repeatedly pivot in and tank the oppositions offenses to make Hisuian Arcanine’s Team all the more bulky, sticking around longer to continue beating down the opponent. Flare Blitz is amazing STAB as usual, obliterating Chien-Pao, punishing Amoongus for redirecting with Rage Powder, melting Gholdengo and Kingambit. Extreme Speed is as always a fantastic priority move, outspeeding most opposing priority moves and finishing off weakened opponents before they can strike, especially when Hisuian Arcanine Terastalizes. Rock Slide rounds out the set and what sets Hisuian Arcanine from its Kantonian counterpart. Rock Slide is just fantastic given the popularity of Tornadus, Dragonite, Zapdos, and Chien-Pao, as well as others like Gyarados, Pelipper and Thundurus, offering consistent spread damage and having a nice flinch chance that can determine games.

Other Options and Preferred Partners:

Rock Head + Head Smash -as much of a deletion move in Doubles as it is in singles. However, H-Arcanine is already very inconsistent thanks to its typing and the loss of Intimidate makes it even more so.
Clear Amulet -Intimidators are everywhere and this helps block the Attack drop and keep up H-Arcanine’s damage.
Protect- Best move in doubles, and ensuring H-Arcanine survives a Ground or Water attack can be enough
Chien Pao -enjoys the added bulk from H-Arcanine and in turn bolsters H-Arcanine’s own offense with Ruinous Sword.
Amoongus -redirects Aqua Jet, Stomping Tantrum, Surging Strikes and more away from H-Arcanine while H-Arcanine deals with the many Flying, Grass and few Steel types that can give Amoongus trouble.

Countering Hisuian Arcanine

Slowbro and Azumarill are hard walls for Arcanine Aqua, taking all attacks with ease and can have Super Effective STAB targeting Arcanine Aqua’s weaker special defense. Alomola and Dondozo are in a similar boat, but normally lack the means to deal considerable damage to Arcanine Aqua in turn, though their natural recovery leaves them favored in drawn out slugfests. Toxapex too can perform well, provided Arcanine Aqua is not running Earthquake.

Aside from the bulky waters, Dragonite, Noivern and Salamence fare well thanks to their defensive typing resisting Arcanine Aqua’s STABs while having Super Effective STAB of their own but must be wary of Stone Edge. Gyarados is similar, also fearing Stone Edge, bust struggles to do appreciable damage. Scream Tail also manages due to sheer bulk and massive Fighting resistance though Wave Crash stings a lot.

If these methods fail, overwhelming Arcanine Aqua is an option thanks to its many weaknesses and poor special defense. Staraptor, Espeon, Pawmot, and Meowscarada all reliably outspeed and OHKO Arcanine Aqua even after Intimidate. It is important that your offensive check be not weak to Water, as an Aqua Jet will mess your would-be-check up.

Locations in Games

Red/Blue/Yellow:
Evolve Growlithe (Red, Yellow)
Trade from Red/Yellow (Blue)

Gold/Silver/Crystal:
Evolve Growlithe (Gold, Silver)
Trade from Gold/Crystal (Silver)

Ruby/Sapphire/Emerald:
Trade from FireRed

FireRed/LeafGreen:
Evolve Growlithe (FireRed)

Colosseum/XD:
Evolve Growlithe (XD)

Diamond/Pearl/Platinum:
Evolve Growlithe

HeartGold/SoulSilver:
Evolve Growlithe (HeartGold)
Trade from DiamondPearl/Platinum/HeartGold (SoulSilver)

Black/White:
Trade from Pokémon Black 2/White 2

Black 2/White 2:
Evolve Growlithe

X/Y:
Evolve Growlithe

Omega Ruby/Alpha Sapphire:
Evolve Growlithe

Sun/Moon:
Evolve Growlithe

Ultra Sun/Ultra Moon:
Evolve Growlithe

Let's Go, Pikachu!/Let's Go, Eevee!:
Route 7, Route 8, Vermilion City Gift (Let's Go Pikachu)
Vermilion City Gift (Let's Go, Eevee)

Sword/Shield:
Lake of Outrage (Shield)
Max Raid Battles: Dusty Bowl, Giant's Cap, Hammerlocke Hills, Lake of Outrage, Stony Wilderness, Fields of Honor, Challenge Beach, Loop Lagoon, Potbottom Desert, Giant's Bed, Snowslide Slope, Ballimere Lake

Brilliant Diamond/Shining Pearl:
Evolve Growlithe (Brilliant Diamond)
Trade from Brilliant Diamond (Shining Pearl)

Legends: Arceus:
Cobalt Coastlands: Massive Mass Outbreak

Scarlet/Violet:
North Province Area Two
Fixed: North Province Area Two, South Province Area Four
Tera Raid Battles: 5 Star Raid Battles

Anime Appearences

Arcanine was featured prominently in the anime. Most notably, Gary had one and Officer Jenny sometimes used one to help her out in Sinnoh

# -English Episode Name- -Jp. Episode Name- Pics
63 The Battle of the Badge Viridian Gym! The Last Badge! Pics
M1 Mewtwo Strikes Back Mewtwo's Counterattack Pics
78 Fire and Ice Ice Field! Blazing Battle Pics
171 Beauty and the Breeder Sayonara Vulpix! Beauty Contest! Pics
192 The Stolen Stones Arcanine and the Fire Stones! Pics
230 Extreme Pokémon! Ride the Swiftly Running Pokémon!! Pics
271 The Ties That Bind Tournament Finals! Full Battle 6 vs 6!! Pics
272 Can't Beat the Heat! Rival Confrontation! Charizard VS Blatoise! Pics
C13 Training Daze! Team Rocket! Origin of Love and Youth! Pics
M7 Destiny Deoxys Visitor of the Space Fissure - Deoxys Pics
S20 The Mastermind of Mirage Pokémon The Terrifying Mirage Pokémon Pics
416 On Cloud Arcanine Rival Confrontation! VS Arcanine! Pics
430 Tactics Theatrics Battle Dome! Fusion of Fire & Water! Pics
488 Mutiny in the Bounty! Pokémon Hunter J! Pics
527 Luxray Vision Luxray's Eyes! Pics
554 Arriving In Style! Hearthome Collection! Road To Becoming A Pokémon Stylist! Pics
596 A Pyramiding Rage! Pyramid Battle! Brandon VS Paul! Pics
603 Beating The Bustle & Hustle! Everybody Participate! Pokémon Hustle!! Pics
636 Keeping in Top Forme! Fly Shaymin! To the Far Side of the Sky!! Pics
S28 TBC Pokémon Black 2 & White 2 Introduction Pics
1191 Battling in the Freezing Raid! Trial Mission: A Frozen Raid Battle!! Pics
1199 Narrowing the Chaser Chase! The Traitorous Battle Royal!! Pics
1215 TBC Go for Dream! Goh's Road to Mew!! Pics
1225 These Could be the Start of Something Big! Ash and Goh! Setting Off Anew!! Pics
3 For Sure! Cause Sprigatito's with Me! As Long As I'm With Sprigatito... Pics
9 Welcome to Paldea! Arrival in Paldea! Pics
24 Reunion at the Ancient Castle! Reunion at the Old Castle Pics
25 Rivals in the Dark of Night! Rivals in the Moonless Night Pics
26 Terapagos's Adventure! Terapagos' Adventure Pics
27 As Long as I'm with My Friends As Long As I'm With My Companions Pics
28 The Stolen Treasure The Stolen Treasure Pics
30 Slip and Crash! A Mystery Pokémon?! The Mystery Pokémon Behind the Slipping and Clanging?! Pics
32 Lapras's Feelings for its Friends Lapras' Thoughts for its Companions Pics
33 Roar of the Black Rayquaza The Roaring Black Rayquaza Pics
34 Respective Departures Respective Departures Pics
35 The Wild Pair, Friede and Cap! A Duo in the Wilderness: Friede and Cap Pics
67 TBC Shine, Terastallization! Liko VS Roy!! Pics
74 TBC The Three Explorers Pics
75 TBC The Future We've Been Entrusted, the Shine of This World Pics