Well a little while ago, someone on smogon posted this set
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I’ve always liked the concept of [span class="highlight"]Arcanine,and I’ve always tried to incorporate it into my team. Just recently,however, have I realized the flaw in trying to use those attackingstats of his to sweep. [span class="highlight"]Arcanine is tooweak and too slow for a full-fledged sweep, as well as having too manyeasy switch ins on the enemy’s part. Then what? How should one use ourlittle pooch? The answer is startling, as a bulky(!) utility Pokemon toforce switches and hit with an assortment of moves!
[span class="highlight"]Arcanine has two things thatmake a bulky set even remotely possibly. That is the fact that it has avery nice array of defensive stats (90/80/80, compared to Infernape’s74/71/71) as well as having Intimidate, to severely weaken physicalattacks. It also has the moves to stop its counters in it’s tracks, butis even now being used as a choice user, who just doesn’t hit fastenough or hard enough. Now, I shall present the best way to use him,Pepper:
Pepper ([span class="highlight"]Arcanine)@ Leftovers
Bold Nature (+Def, -Atk)
EVs 240 HP, 168 Def, 72Spd, 28SpA
Will-o-wisp
HP Ground
Flamethrower/Fire Blast/Overheat
Roar
The EVs provided are ensured to withstand a multitude of physicalattacks (Jolly CBDuggy EQ/Jolly Chomp EQ won’t OHKO this, FYI),outspeed Jolly Tyranitar (And things outspeeding Jolly TTar by one) andbe able to 2HKO moderately bulky Heatrans and 4HP Infernapes (52% or sois the minimum, I believe). Leftovers are used to get some HP on switchins and switch outs.
Now for the key part of the post, the set itself:
Will-o-wisp is the most important part here, as most things that switch into [span class="highlight"]Arcaninecan be either a physical resist or special fire/water. The beauty hereis that you can cripple those physical switch ins with Will-o-wisp.Gyarados, Garchomp, Ttar, etc and the wide assortment of Ground basedwalls. They are all crippled by a Wisp, as it cuts their attack inhalf. The special waters that switch in will have to deal with -12%each turn, which is a bother to the likes of Vaporeon, who pridethemselves of being bulky, are suddenly hurt badly. And since peoplethink you are Banded or whatnot, nobody is fool enough to switch in aspecial wall that isn’t water.
Heatran likes to come in on [span class="highlight"]Arcanine, and for good reason. Only HP Ground and Dig can hope to kill Heatran coming from [span class="highlight"]Arcanine,and most don’t have the move. Now, however you can 2HKO both pokesimmune to Burn in OU, and Infernape does rather pitiful damage to you.I won’t bother explaining what else HP Ground can hit, as I’m sure youknow.
The next move is your STAB of choice. Do you like reliability? Thenchoose Flamethrower. Extra kick? Fire Blast. Hit and run? Overheat. Thechoice is yours, and they all serve the purpose of killing severalmetagame threats (Weavile, Scizor, Lucario, you can come in on theseeasily enough) as well as defensive grasses and steels (Celetran justgot a whole new enemy!). Self-explanatory move, in any case.
Now for the interesting part of the set, the move Roar. Roar forces theteammates out, so you can not only scout switches and reveal enemy teammembers, but you can also inflict severe damage from entry hazards(Salamence comes in, is roared and suddenly is going to take 50% fromSR before it can come into play! SR is lame.) In addition to bothcausing damage and scouting, Roar also “stalls” to get some Lefties HPso you can tank even more hits.
This set stops the current counters to [span class="highlight"]Arcaninecold, and it’s going to be a while before they switch in Blissey, bythen you’ve done your job and crippled and ruined plenty of enemyPokemon. This is a great standalone Pokemon, but works even better onseveral teams: Trap teams, Stall teams and teams with Wishpassers/LeechSeeders.
So what's your opinion on this set? I feel that it would be an effective suprise, but stealth rock really keeps it from coming in and out, too much. Again, not mine in any aspect.