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Flare Blitz · Arcanine
Signature moves

Flare Blitz · Arcanine

Flare Blitz · Data version 164 · Snapshot date 2026-10-22

ArcanineArcanine
Fire

₽1,000Buy the signature move

Learn after reaching the final ordinary form. One signature choice per Pokémon; transformation conditions still apply.

What changes in battle?

Stats & mechanicsBefore learningAfter learning
Damage per hit3054
Single-target DPS90150
Range140px140px
Seconds per attack0.4s0.4s
Total placement and evolution cost₽950₽1,950
Attack typeFireFire

Clear-weather, non-shiny reference. Single-target DPS does not include path coverage, support uptime or simultaneous targets.

Conditional effects

DetailsBefore learningAfter learning
Splash radius (px)—45
Secondary splash damage multiplier—0.5

Budget the full build

Growlithe₽250Arcanine₽950
Flare Blitz+₽1,000₽1,950

Other choices for this Pokémon

Full battle details

Conditional effects

Splash radius (px)
45
Secondary splash damage multiplier
0.5
Hit-damage multiplier
1.8

Result

Purchase or upgrade cost
700
Damage per hit
54
Attack range (px)
140
Seconds between attacks
0.4
Burn or poison damage per second
15
Burn or poison duration (s)
3
Pool left when a burned enemy falls › Effect radius (px)
30
Pool left when a burned enemy falls › Damage per second
35
Pool left when a burned enemy falls › Duration (s)
3
Attack or effect type
Fire
Can detect hidden Ghost enemies
—
Splash radius (px)
45
Secondary splash damage multiplier
0.5

Conditional effects

Burn and poison begin after a compatible hit and then tick over their duration. Their ticks bypass armor without applying the ordinary hit's type multiplier again. Overlapping burns use the stronger active damage rather than simply adding together. Keep the target in reach if the effect needs refreshing.

This pool appears when an enemy falls while burning from the relevant attacker. A normal knockout without that active burn does not satisfy the condition. Apply the burn before the enemy dies, and use crowded route sections so later enemies can pass through the resulting temporary area.

A projectile damages enemies around its impact point, rather than every enemy in the attacker's range. Secondary victims may take the separate splash multiplier shown in the table. Place it near bends or crowded stretches so several enemies share the blast area.