Guides Pokedex

Pokemon Lets Go Arcanine

Arcanine Pokedex ID: 59
Stat Amount Bar Graph
Max CP 555
Attack 110
Special Attack 100
Defense 80
Special Defense 80
HP 90
Speed 95

Overview

Pokemon Let's Go Arcanine is a Fire Type pokemon also known as a Legendary Pokémon, first discovered in the Kanto region. it's weak against Ground, Rock, Water type moves and has a Max CP of 555, 90 HP, 110 Attack, 100 SP Attack, 80 Defense, 80 SP Defense and 95 Speed. Considering it's stats, the best nature to have is Lonely, this will increase it's Attack and decrease it's Defense stats.

This is 1 of 9 exclusive version pokemon, only obtainable in the Pikachu Version of Let's GO.

Pokedex Entry

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

Pokemon Lets Go Arcanine Evolutions

What level does Pokemon Let's Go Arcanine Evolve at?

The Unevolved Form Growlithe Use a Fire Stone to Evolve into Arcanine.

First Second Third Final
Growlithe350
Fire Stone Arcanine555

How to catch Arcanine in Pokemon Let's Go

Where to catch and find Pokemon Lets Go Arcanine Locations and their Spawn Rate Chance for that Zone.

The best place to find pokemon let's go Arcanine is in the Cerulean Cave zone, it will have a Rare Spawn% chance to spawn in the area with a level range of 51-56. This also makes Cerulean Cave the best place to Catch Combo Chain hunt Shiny Arcanine or for a Flawless IV Stats.

Pokemon Area Spawn Chance Levels Encounter Floor
Route 5 20% 11-16 normal 1F
Route 6 20% 11-16 normal 1F
Route 7 19% 22-27 normal 1F
Route 8 19% 22-27 normal 1F
Route 7 1% 22-27 normal 1F
Route 8 1% 22-27 normal 1F

The list above shows all the spawn locations of this pokemon and it's evolution forms.

Transferring and Catching

The type of Pokemon Candy you receive from Transferring and Catching Arcanine.

Best Nature for Arcanine

We recommend a Lonely Nature for Arcanine, you can visit Madam Celadon to force encounter pokemon of Lonely Nature.

Nature Increases Decreases Choice 1 Choice 2
Lonely Attack Defense Red Yellow
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Pokemon Lets Go Arcanine Moves

Level Up Moves

Pokemon Let's Go Arcanine Moves You Learn From Leveling Up.

LVL Move Type Class Pow PP Acc Effect
1 Bite Dark Physical 60 25 100% Has a 30% chance to make the target flinch.
1 Double-Edge Normal Physical 120 15 100% deals damage, but the user receives 1?3 of the damage it inflicted in recoil.
1 Ember Fire Special 40 25 100% Has a 10% chance to burn the target.
1 Leer Normal None -- 30 100% Lowers the target's Defense by one stage.
1 Roar Normal None -- 20 100% Immediately ends wild battles. Forces trainers to switch Pokemon.

Learnable TMs Moves

These are the Technical Machines (TM) Moves that Arcanine can Learn.

Item Move Type Class Pow PP Acc Effect
TM1 Headbutt Normal Physical 70 15 100% Has a 30% chance to make the target flinch.
TM3 Helping Hand Normal None -- 20 -- boosts the power of the partner's move.
TM4 Teleport Psychic None -- 20 -- Immediately ends wild battles. No effect otherwise.
TM5 Rest Psychic None -- 10 -- User sleeps for two turns, completely healing itself.
TM7 Protect Normal None -- 10 -- prevents any attacks targeted at the user from striking, for the duration of the turn. It has priority +4 so will activate before most other moves.
TM8 Substitute Normal None -- 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.
TM9 Reflect Psychic None -- 20 -- Reduces damage from physical attacks by half.
TM10 Dig Ground Physical 80 10 100% User digs underground, dodging all attacks, and hits next turn.
TM11 Will-O-Wisp Fire None -- 15 85% Causes the target to become burned, if it hits. Burned Pokémon lose 1?8 of their maximum HP each turn and their Attack is decreased by 50%.
TM12 Facade Normal Physical 70 20 100% deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed.
TM19 Iron Tail Steel Physical 100 15 75% deals damage and has a 30% chance of lowering the target's Defense by one stage.
TM27 Toxic Poison None -- 10 90% Badly poisons the target, inflicting more damage every turn.
TM34 Dragon Pulse Dragon Special 85 10 100% deals damage with no additional effect.
TM37 Flamethrower Fire Special 95 15 100% Has a 10% chance to burn the target.
TM39 Outrage Dragon Physical 120 10 100% The user of Outrage attacks for 2-3 turns, during which it cannot switch out, and then becomes confused.
TM44 Play Rough Fairy Physical 90 10 90% deals damage and has a 10% chance of lowering the target's Attack by one stage.
TM45 Solar Beam Grass Special 120 10 100% The user of Solar Beam will absorb light on the first turn. On the second turn, Solar Beam deals damage.
TM46 Fire Blast Fire Special 120 5 85% Has a 10% chance to burn the target.
TM48 Hyper Beam Normal Special 150 5 90% User foregoes its next turn to recharge.
TM49 Superpower Fighting Physical 120 5 100% deals damage but lowers the user's Attack and Defense by one stage each after attacking.

Master Trainer

This Pokemon's Master Trainer is Satch

Weak Against
Ground
2x
Rock
2x
Water
2x
Strong Against
Bug
1/2
Steel
1/2
Fire
1/2
Grass
1/2
Ice
1/2
Fairy
1/2