Pokemon Let's Go Arcanine is a Fire Type Legendary Pokémon with 90 HP, 110 Attack, 100 SP Attack, 80 Defense, 80 SP Defense, 95 Speed and 555 MAX CP. This Pokemon can learn the Intimidate Ability.
This is 1 of 9 exclusive version pokemon, only obtainable in the Pikachu Version of Let's GO.
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.
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 Route 5 zone, it will have a 20% chance to spawn in the area with a level range of 11-16. This also makes Route 5 the best place to Catch Combo Chain hunt Shiny Arcanine or for a Flawless IV Stats.
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|
Pokemon Lets Go Arcanine Moves
|Flash Fire||Protects against Fire moves. Once one has been blocked, the Pokemon's own Fire moves inflict 1.5× damage until it leaves battle.|
|Intimidate||Lowers opponents' Attack one stage upon entering battle.|
|Justified||raises the ability-bearer's Attack by one stage when hit by a damaging Dark-type move.|
Level Up Moves
Pokemon Let's Go Arcanine Moves You Learn From Leveling Up.
|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.
|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.|