Charizard, there are multiple ways to set up an Arcanine. If he is part of a sun team, then Sunny Day is not needed, but Morning Sun is VERY useful. Also, Arcanine can be either a SAtk build, Atk build, or Hybrid. I have a sun team Arcanine, so Flare Blitz is good to have as it is powerful and you can use Morning Sun to heal his wounds. I had it learn dig to escape damage and cover Electric and Poison types. There's that or Extreme Speed which will ensure you strike first, but lose coverage. Both choices deal 80 base damage. Last, I have Close Combat, but am debating switching to Double Kick. Double Kick w/o crit hit's for a base 60 power, which is doubled if used against types like Rock, Steel, Normal, Dark and any that I might have missed dealing 120. That may not seem like much, but on a Atk (physical) Arcanine, it could mean a lot of damage without lowering your defenses like Close Combat would. Close Combat would lower your defenses, but do 240 in super effective damage. It really depends on how you play it. I go pound for pound in my battles. No switching Pokemon and no legendaries, latios/latias, or Garchomp (as these pokemon are created with stat advantages and/or otherwise). The object here is to overcome the obsticles in your path as 1 in a fair battle (single or double). My Arcanine is built as a Atk Arcanine on a sun team. Him and his partner must battle as one and the same or be sent to Oblivion. As I stated, it's all how you play it.