Arcanine
Sun

Overflowing with beauty and majesty, this strong Pokémon appears in ancient Eastern folklore.

Moon

The fire burning inside its body serves as the energy to fuel it as it runs great distances. It appears in many legends.

Ultra Sun

Legends tell of its fighting alongside a general and conquering a whole country.

Ultra Moon

There are so many old tales about them that they’re called legendary Pokémon, but there are way more of them around than you’d expect.

Lets Go Pikachu/Lets Go Eevee

A legendary Pokémon in the East. Many people are charmed by the grace and beauty of its running.

Evolution Chain

growlithe
Growlithe
arcanine
Arcanine

Pokédex & Training Data

Classification Legendary Pokémon
Height 1.9 m (6'03")
Weight 155.0 kg (341.7 lbs)
Abilities
EV Yield +2 attack
Catch Rate 75
Base Friendship 70
Growth Rate slow
Gender Ratio
♂ ♀
Egg Groups Ground

Pokédex Numbers

Kanto (R/B/Y) #059
Johto (G/S/C) #128
Johto (HG/SS) #130
Unova (B2/W2) #052
Alola (S/M) #053
Alola (US/UM) #065
Galar (Sw/Sh) #071
Hisui #151
Paldea (S/V) #214
National #059
Kitakami #079

Held Items

None in this generation.

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Bite
60 100% 25 Has a 30% chance to make the target flinch.
1 Roar
— — 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
1 Odor Sleuth
— — 40 Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it’s a Ghost.
1 Thunder Fang
65 95% 15 Has a 10% chance to paralyze the target and a 10% chance to make the target flinch.
1 Fire Fang
65 95% 15 Has a 10% chance to burn the target and a 10% chance to make the target flinch.
34 Extreme Speed
80 100% 5 Inflicts regular damage with no additional effect.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Bite
60 100% 25 Has a 30% chance to make the target flinch.
1 Roar
— — 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
1 Odor Sleuth
— — 40 Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it’s a Ghost.
1 Thunder Fang
65 95% 15 Has a 10% chance to paralyze the target and a 10% chance to make the target flinch.
1 Fire Fang
65 95% 15 Has a 10% chance to burn the target and a 10% chance to make the target flinch.
34 Extreme Speed
80 100% 5 Inflicts regular damage with no additional effect.
Let's Go
Lvl Name Class Power Acc. PP Effect
1 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
1 Leer
— 100% 30 Lowers the target’s Defense by one stage.
1 Bite
60 100% 25 Has a 30% chance to make the target flinch.
1 Roar
— — 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
1 Ember
40 100% 25 Has a 10% chance to burn the target.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
TM05 Roar
— — 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM20 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM35 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TM38 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
TM40 Aerial Ace
60 — 20 Never misses.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Flame Charge
50 100% 20 Inflicts regular damage. Raises the user’s Speed by one stage.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM46 Thief
60 100% 25 Takes the target’s item.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM50 Overheat
130 90% 5 Lowers the user’s Special Attack by two stages after inflicting damage.
TM61 Will O Wisp
— 85% 15 Burns the target.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target’s Speed by one stage.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM90 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM93 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.
TM95 Snarl
55 95% 15 Has a 100% chance to lower the target’s Special Attack by one stage.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.
Let's Go
Name Class Power Acc. PP Effect
TM01 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
TM03 Helping Hand
— — 20 Ally’s next move inflicts half more damage.
TM04 Teleport
— — 20 Immediately ends wild battles. No effect otherwise.
TM05 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM07 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM08 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM09 Reflect
— — 20 Reduces damage from physical attacks by half.
TM10 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM11 Will O Wisp
— 85% 15 Burns the target.
TM12 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM19 Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
TM27 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM34 Dragon Pulse
85 100% 10 Inflicts regular damage with no additional effect.
TM37 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TM39 Outrage
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
TM44 Play Rough
90 90% 10 Has a 10% chance to lower the target’s Attack by one stage.
TM45 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM46 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
TM48 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM49 Superpower
120 100% 5 Lowers the user’s Attack and Defense by one stage after inflicting damage.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Covet
60 100% 25 Takes the target’s item.
Dragon Pulse
85 100% 10 Inflicts regular damage with no additional effect.
Heat Wave
95 90% 10 Has a 10% chance to burn the target.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Laser Focus
— — 30 Guarantees a critical hit with the user’s next move.
Outrage
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.

Base Stats

Hp 90
Attack 110
Defense 80
Sp. Atk 100
Sp. Def 80
Speed 95
Total 555

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
0.5x
0.5x
2x
0.5x
2x
0.5x
0.5x