Fire-Type Intimidate Support Guide

Arcanine
VGC Guide

Arcanine is one of the most underrated Intimidate support Pokémon in VGC: Intimidate lowers both opponents' Attack by one stage on entry, and Will-O-Wisp further reduces a burned target’s physical damage output by 50%. Combined, a burned Intimidated Pokémon deals only 33% of its original physical damage — dramatically extending the lifespan of bulky teammates.

Intimidate + Will-O-Wisp: Double Attack Suppression

Double Attack Suppression Calculation

Intimidate drops Attack by one stage (×0.67), then burn halves physical damage output to 50%. Combined, the target’s effective physical damage drops to only 33% of its original value (0.67 × 0.50 ≈ 0.33). Against physical threats like Iron Hands, Annihilape, or Incineroar, this suppression nearly eliminates their offensive threat and lets bulky teammates survive significantly longer.

×0.67
Intimidate Attack Multiplier
×0.50
Burn Attack Multiplier
33%
Remaining Attack Output

Extreme Speed + Flare Blitz: Priority and Field Pivoting

Extreme Speed at priority +2 lets Arcanine finish off low-HP targets even after Tailwind expires. Flare Blitz provides high-power Fire STAB at 120 BP with recoil. Helping Hand amplifies the partner’s next move by ×1.5, making it a high-efficiency support option. Arcanine’s base 95 Speed lets it act first in most non-boosted environments, ensuring Intimidate triggers at the most critical moment.

EV Spreads

Bulky Support
Impish
252 HP / 252 Def / 4 Atk
Maximum Defense lets Arcanine survive extended battles after Intimidate + Will-O-Wisp dual suppression. Leftovers sustains recovery. Impish sacrifices Speed but the HP and Defense combination allows Arcanine to tank repeated physical hits. Runs Helping Hand / Will-O-Wisp / Extreme Speed / Flare Blitz.
Item: Leftovers
Speed Attacker
Jolly
252 Atk / 4 SpDef / 252 Spe
Choice Band brings Flare Blitz to effective 180 BP output. Base 95 Speed with Jolly ensures priority action. Intimidate still activates on entry, so support utility is not sacrificed for the offensive set. Best for teams that need both high damage output and Intimidate pivoting.
Item: Choice Band
Special Spread
Timid
252 SpAtk / 4 SpDef / 252 Spe
Heat Wave spread combined with Life Orb and 100 base SpAtk, while still running Will-O-Wisp for physical suppression. Special sets avoid burn’s own Attack drop and make Arcanine’s offensive direction harder to predict for defensive preparation.
Item: Life Orb

Team Partners

Koraidon
Fire Boost + Sun Setter

Koraidon sets sun, boosting Arcanine’s Fire moves by 50% (Flare Blitz in sun reaches effective 270 BP). Arcanine covers Koraidon’s fighting and dark weaknesses. Double Intimidate with Incineroar provides near-complete physical attack suppression across an entire game.

Gholdengo
Steel Protection

Gholdengo absorbs Fairy moves that Arcanine is neutral to, while Arcanine’s Fire STAB complements Gholdengo’s Ghost and Steel coverage. Gholdengo’s Good as Gold blocks status moves targeting itself, freeing Arcanine’s Will-O-Wisp for opponent physical threats.

Tornadus
Tailwind + Flying Avoids Earthquake

Tornadus’ Flying type is immune to Earthquake friendly fire and sets Tailwind to boost Arcanine’s 95 Speed further. Thunder Wave from Tornadus combines with Arcanine’s Intimidate + Will-O-Wisp for a nearly complete physical attack suppression system.

Slowking / Slowbro
Special Defense Tanking Partner

After Arcanine suppresses physical attackers, Slowking or Slowbro provides special defense tanking. Arcanine handles physical attack suppression while Slowking handles special defense — forming a balanced defensive core that covers both damage types.

How to Counter Arcanine

Water-type 2x Weakness

Arcanine is 2× weak to Water moves. Rain team Surf, Water Spout, or Origin Pulse in rain easily OHKO. Kyogre and Palafin are particularly dangerous, as their Water moves are rain-boosted and Arcanine has no Water resistance.

Ground-type 2x Weakness

Earthquake from Garchomp or Landorus-Therian hits Arcanine for 2× damage in doubles. Arcanine’s partner must be Flying-immune or hold Air Balloon to avoid friendly-fire Earthquake while Arcanine is on the field.

Flash Fire Ability Nullifies Fire STAB

Pokémon with Flash Fire are completely immune to Arcanine’s Fire moves and gain a Fire power boost. Incineroar has Flash Fire and can switch into Flare Blitz freely, nullifying Arcanine’s main damage while setting up Intimidate in return.

Defiant / Inner Focus Counters Intimidate

Defiant raises Attack +2 when stats are lowered (Annihilape, Braviary), turning Arcanine’s Intimidate into a liability. Inner Focus prevents flinching but does not counter Intimidate directly. Teams with Defiant Pokémon must be respected carefully.

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