Arcanine is Epic level, bud.
Also, Level 15 Pikachu has double team.
-Double Team: The first use adds one third your AC to your AC as a Dex Bonus. The second makes it one half. Each one after that pretty much adds +2 to the Dex AC bonus. This effect lasts for a full 10 rounds, and can be used upt to six times an encounter. The fucker is hard to hit.
-Thundershock does 5d6+effective character level Shock damage. As Ranged touch that negates Cover.
-Growl is stackable up to six times, adding a -2 physical damage penalty to the target if they succeed a CR 6 Listen check.
-Tail Whip adds a -2 Dex Penalty to AC if it hits (as touch attack), and also stacks up to six times.
-Thunder wave is odd. It's a Close Range Ranged Touch (not a ray) that causes the following effect until the Character makes a DC 25 fort save or is healed via Heal or similar. : Every round, the affected creature must roll d%. Any roll of 25 or below leaves the affected creature Paralyzed for that round. For the duration of the effect, this creature also has their movement speed reduced by one fourth, rounded down to the nearest square. (20 to 15, 30 to 20, 40 to 30, 50 to 35, etc.)
-Quick Attack: Activating this technique counts as a quick action. The user of this technique choses a target. The user is then allowed to make another move action and standard action (but only against that target), these extra actions taking place before the regular turn. The extra standard action cannot be used to cast a spell, use a spell-like ability, or manifest a power. If an unarmed Melee attack is made with the extra round, it may be used as a Slam attack that deals 5d6 blunt damage. It will only work if the user's Dex is higher than the target's.
Those are Pikachu's moves by level 15, translated to D&D. On second thought, that might be Summon Nature's Ally VIII or IX
Watch yourself Iggy, or the Pikachu will get you. XD