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Thread: Community POTW #58

  1. #1
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    Default Community POTW #58

    Ok, we've had a few stinkers lately so I threw out the one the RNG decided for today (Weezing) and we're going for something different and good

    CHANDELURE



    Chandelure is an awesome Pokémon with brilliant typing and a decent movepool. Its Hidden Ability gives people such fear for when it will be released. However, we'll need sets without it too

    Have fun!

    http://www.serebii.net/pokedex-bw/609.shtml

  2. #2
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    First to post a set...
    Chandelure is really cool. I really like Ghost-types, and Chandelure is my favorite after Gengar. I like its design and typing.

    Big Chandelure's Haunt
    Name @ Life Orb/Heat Rock
    Trait: Shadow Tag
    EVs: 252 HP/4 Def/252 SAtk
    Modest (+SAtk, -Atk)
    - Shadow Ball/Hex
    - Flamethrower/Heat Wave/Fire Blast
    - Energy Ball/Solarbeam
    - Hidden Power Fighting/Will O’ Wisp/Sunny Day/Pain Split
    For a sweeping moveset, Shadow Ball is for STAB, as is one of Flamethrower, Heat Wave, and Fire Blast, depending on your preference of accuracy and power. Energy Ball is for coverage of Fire-type's weaknesses. The fourth move is your choice. Hidden Power Fighting is for more coverage against Dark-types. Will O' Wisp is for burning, in which Hex can be used over Shadow Ball. Sunny Day is for boosting Fire-type moves, as well as using Solarbeam over Energy Ball (and it should hold a Heat Rock instead). Pain Split is for restoring HP. Shadow Tag is a great ability, but until it's released, you should go with Flash Fire.
    Last edited by grantholomew; 5th February 2012 at 3:30 PM.

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  3. #3
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    Second to post a moveset. Here's one I came up with myself and have had success with:

    Name: Spiritual Gas Explosion
    Nature: Modest/ Timid
    Ability: Flash Fire
    Item: Fire Gem/ Life Orb
    Moves: Overheat/ Fire Blast/ Flamethrower
    Energy Ball/ SolarBeam
    Shadow Ball
    HP Ice

    This moveset is designed to be a late game one-shot killer in sunlight. Assuming it's being used in OU with Drought support, you bait something that's weak to fire, then switch into Chandelure, who, with Flash Fire, is immune to fire-type attacks. After the Flash Fire boost is obtained, you blast the opponent with a respective fire-type attack (although Overheat forms the core of the set), which, with its massive Special Attack stat, the sun, Flash Fire, STAB, and Fire Gem (or Life Orb, depending on preference) boosts, is enough to either 2HKO or OHKO a Blissey. Modest is for power, Timid for speed.

    Energy Ball or SolarBeam is for coverage against opposing water types, Shadow Ball is STAB (which sometimes is useful against opposing psychics), and HP Ice is for Dragons.

    This set, while good, does have a couple of flaws:

    The main flaw of this set is that Heatran can switch in and absorb the Fire-type attack.
    And Tyranitar or Politoed can come in and mess up your weather.

    Make sure these three Pokemon are gone before doing this. I've done this moveset in late-game with huge amounts of success.
    Last edited by overlordmewtwo; 5th February 2012 at 3:50 PM.
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    My Chandelure is called Nina. I love her, she is amazing.

    Lure The Rage Out of The Opponent:
    Item @ Life Orb/ Choice Scarf
    Ability: Flash Fire
    EVs: 252 S.Att/4 HP/252 Spd
    Nature: Modest / Timid
    - Shadow Ball
    - Fire Blast
    - Energy Ball
    - Hidden Power (Fighting)

    First two moves are for STAB, the other two are for coverage. Flash Fire allows you to switch on a fire attack and gain momentum in the match, adding to the normal and fighting moves you can switch to. The rest is obvious, this set is very straight-forward but deadly powerful. Chandelure is just awesome.

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    Chandelure is pretty good, but has it's weaknesses.
    Seeing as Shadow tag will never be in OU, here is the choice scarf set
    Chandelure @ Choice Scarf
    4HP/252SpA/252Speed
    Modest with flash fire
    -Overheat/Fire Blast/Flamethrower
    -Energy Ball
    -Shadow Ball
    -Hidden Power[ice/water]

    So this is used as a classic Choice Scarf pokémon. Good partners are Ferrothorn, Scizor, etc, whodraw in fire type attacks. In my experience, I switched into a lot of flash fire opponents with this set (namely Heatran) so I put Hidden power water in to have something to hit them with. The 3 fire attacks are for hitting stuff hard with your STAB. Which one to use depends on how you use Chandelure, and then whether you prefer accuracy or power.


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    Missingno Master will not be happy Weezing was thrown out.

    Chandelure@Leftovers
    Modest
    Flash Fire/Shadow Tag
    252 SpA 252 Spd 4 Def
    Substitute
    Pain Split
    Fire Blast
    Shadow Ball

    Sub-split Chandelure. Set up a sub on something it resists. Fire off Shadow Balls and Fire Blasts, Pain Split when your low on health. With Chandy's low HP, you should be able to heal a lot while damaging the opponent.
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    Moves:
    Flamethrower/Fire blast
    Shadowball/Hex
    HP Ice/Energyball
    Flame charge

    Ability:Any of them
    Nature:Timid/Modest
    Eves:252sp.atk/252spd/4Hp
    Item:Life orb/leftovers

    Flamethrower and Fireblast are your main moves.Fthrower is better for accuracy and Fblast is for power.Shadowball is your better ghost attack but hex is good if you have flame body or burn them or something.Hp Ice is to kill grounds,flyings,and other things but mostly dragons.Energyball is for waters or if you can't get Hp Ice.Flame charge is used to speed you up,after one you can have speeds over 400 if you timid and high 300s if modest.

  8. #8
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    Quote Originally Posted by Mon1010 View Post
    Missingno Master will not be happy Weezing was thrown out.

    Just a delay. It's in the RNG still. It's just after like a month of "meh" Pokémon, we needed something decent

  9. #9
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    SubLure
    Item @ Life Orb
    Ability: Flash Fire
    EVs: 252 S.Att/4 HP/252 Spd
    Nature: Modest
    - Shadow Ball
    - Fire blast/Flamethrower
    - Hidden Power (Ice/Fighting)
    - Substitute

    What the point of this set? Switch into something that Chandelure threatens, set up a sub, and laugh as your opponent has to sacrifice a pokemon to break it. Shadow Ball is the Obligatory STAB, Fire Blast/Flamethrower are secondary STAB, which one you use is up to you. HP is once again, your choice. Ice is good for all the dragons running around, Fighting is for dark types and Tyranitars who could easily stop you.
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    chandy! an awesome pokemon awesome typing really really really cool desing one of my favorite pokemons.

    it got 3 immunities it pairs greatly with ferrothorn.
    base 145 sp.attack and 80 speed screams *choice scarf*!

    then there it is!

    chandy @ choice scarf
    Modest
    252 speed, 252 sp.attack, 4 defence (to live one more SR damage)
    Flash fire
    -Fire Blast
    -Energy ball
    -Shadow ball
    -Psychic/HP ice/HP fighting/memento

    Fire blast deals massive damage to anything that don't resist or is called blissey/chansey, energy ball pairs great with fire attacks hitting hard counters like gastordon or vaporeon who otherwise will counter chandy, shadow ball is another STAB hitting hard but not as hard as fire blast, psychic is a strong attack not THAT great but it hit fighting types for some damage like conkeldurr and terrakion (none scarf variants)
    HP ice is mainly for dragonite , HP fighting is to defeat tyranitar and hit heatran .
    memento is a move to get out of there although it work MUCH better with shadow tag it force switches.

    pair it with donphan or starmie (starmie is better cause water/fire/grass cores are really good but there's another pursuit weak pokemon) andother good parthner might be ninetales...STAB fire blast in the sun coming from a base 145.. GG
    (have chance to 2HKO blissey after stealth rock damage try to put spikes too and it's a clean 2HKO)


    FULL POWER
    chandelure @choice specs
    Modest
    252 sp.attack, 252 speed, 4 defense
    Flash fire
    *The same moves as the previous set*

    Full power set hit's hard anything just make sure you are faster.
    fire blast set 2HKO blissey on the sun with this set.

    Sublure @leftovers/life orb
    Modest/Timid
    252 speed, 252 sp.attack, 4 sp.defense
    Flash Fire
    -Subtitute
    -Shadow ball
    -Fire Blast
    -Energy ball

    Sub + 3 attacks chandelure can do that too as chandelure force scizor,ferrothorn,fortress,gastordon and so on... out it finds lots of opportunities setting a sub up. best atacking moves are in this set and it's ready to make a pokemon who decided to switch in life misserable. Leftovers gives more subs while life orb gives more power it's your choice
    Last edited by Ilan; 5th February 2012 at 4:07 PM.


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    Specs Chandelier
    Nature: Modest
    Item: Choice Specs
    Ability: Flash Fire
    EVs: 252 sp at 525 speed 4 hp
    Moves
    Fire Blast/Overheat
    Shadow Ball
    Energy Ball
    HP Ice/fighting
    A pokemon with a 145 special attack boosted by a Choice Specs and the sun can really hurt. Fire Blast and Shadow Ball are your main STAB moves. Energy Ball hits the bulky waters. HP Ice hurts the dragons while HP Fighting is just for Heatran and tyranitar as he laughs at Chandelure's other moves. Overheat hits crazy hard but switch out. Flash Fire can boost Chandelure even more
    Last edited by Dragalge; 5th February 2012 at 4:21 PM.

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    Chandelure is awesome. It has such a cool design and amazing movesets. Only problem, it's a little slow, but with Trick Room we can easily Fix that.

    Although I've never had a Chandelure I've had an idea of what to do with one and I have a Litwick that I'm going to train with this moveset. And it's a darn shame that we can't access the dream world form right now or it'd sweep the competition.

    Modest
    Flash Fire
    252 HP, 252 SpAtk, 4 Spd (Trick Room EVs), 4 Hp, 252 Sp Atk, 252 Spd (Other)
    Wiseglasses

    Telekinisis
    Inferno
    Hex
    Energy Ball

    Telekinisis makes the opponent unable to be hit by grond moves but it also makes the accuracy of your moves 100. With Inferno's bad accuracy it's pefect. It also has a 100% chance of burning which makes it even better sicne it can cripple physical sweepers. Then since the opponent will be burned you can follow up with Hex which will have a base power of 150 with the double in power and the STAB bonus. Then Energy Ball covers almost all of your weaknesses and can take care of Water types that threaten you. Flash Fire is great if you're accidently hit with a fire move and then your Inferno gets an increase in power.

    Shadow Tag is preferred since your opponent can't escape your onslaught of attacks. You cover almost everything except for Dark types.
    Last edited by Serpentine; 5th February 2012 at 4:24 PM. Reason: Explanation of Ability and Item

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    edit later

  14. #14

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    The Luring Pokemon Chandelure was a very popular choice early in 5th gen, but its usage has dropped by a significant margin recently. Even so, its by no means a bad Pokemon. It has a unique typing that gives it up to three immunities (provided Flash Fire is used), the highest Sp. Attack of any non-Uber Pokemon, decent defenses, and okay Speed. Low HP and several common weaknesses (including an unfavorable Stealth Rock weakness) are downers, but any good player can overcome those.

    Recommended tiers (Regular): UU-Uber
    Recommended tiers (Dream World): OU-Uber (if banned, Uber only)

    Flame Body is the ability to avoid with Chandelure. Af an opponent uses a move that makes direct contact with Chandelure, they have a 30% chance of being burned. This makes it a situational, haxxy ability.
    Flash Fire is the ability to use until DW Chandelure is released. If Chandelure is hit with a Fire attack, it takes no damage and instead boosts the power of its own Fire attacks by 50%. This enables free switch-ins, although the Team Preview can make this strategy less effective.
    Shadow Tag, Chandelure's Hidden Ability, is one that may end up being banned (if it hasn't been banned already). Unless the opponent also has the Shadow Tag ability, they are prevented from switching out. Thanks to Chandelure's immunities, it can swap into a Choiced Pokemon locked into a Normal or Fighting attack, boost to the max, and proceed to sweep. That's a scary thought.

    Chandelure has many moves which it can use to sweep or support. Fire Blast/Flamethrower and Shadow Ball are standard STABs that cover a lot. They are usually accompanied by Energy Ball and/or Hidden Power Fighting. Psychic is an option, but it usually loses out to the moves with better coverage. Overheat is great for a Choiced Chandelure, as you'll be switching around a lot. A Substitute/Pain Split combo is also viable. Pain Split on its own can also be used, benefiting greatly from Chandelure's low base HP. Will-O-Wisp, Imprison, Taunt, Haze/Clear Smog, and Trick Room can be used for support. Calm Mind can be devastating on a Shadow Tag Chandelure, as I explained earlier. Flame Charge gives the Luring Pokemon a much-needed Speed boost without the worries of being locked into a move.

    Partners: Chandelure greatly appreciates sunlight, so Ninetales or Groudon (depending on tier) are excellent choices. A Spinner is also highly recommended, since Chandelure is vulnerable to all three types of entry hazards (unless it has an Air Balloon).

    Double and Triple options: It gets Heat Wave, but is vulnerable to Rock Slide, Surf, and Earthquake. I wouldn't recommend it for Doubles and Triples.

    Countering Chandelure: This chandelier has a LOT of raw power behind its attacks. A STAB Overheat backed by a base 145 Sp. Attack and Choice Specs will leave even Blissey cringing with pain, especially if Sun is a factor. So get rid of any sunlight ASAP. Remember that Chandelure also has moves that can be nullified, so a Flash Fire Pokemon of your own is a good idea. Heatran is probably the best choice, as it only has to fear HP Fighting and has enough bulk to even take that. Porygon2 also works well, since it can Trace Chandelure's Flash Fire and is immune to Shadow Ball. Unlike Heatran, though, Porygon2 can't do all that much to Chandelure in return.

    If Chandelure has Shadow Tag, you must tread VERY cautiously, especially if you have Choiced Pokemon. You may end up a sitting duck as Chandelure happily sets up and proceeds to ruin you. Do not give it that chance.

    Chandelure has base 80 Speed, which is respectable, but easily outrun. Scarfed Heatran can switch in on a Fire attack and proceed to tear it to pieces. If Chandelure has a Scarf of its own or Flame Charge, there are still some faster Scarfed Pokemon (not to mention Excadrill with Sand Rush up). You can also pick it off with priority moves like Sucker Punch. Chandelure's defenses are pretty good at base 90 apiece, but its HP is low so it will eventually go down if it lacks Pain Split.

    In short, Chandelure is a dangerous Pokemon with many options. Don't let its current status as a UU fool you; Chandelure is perfectly capable of thriving in OU if it is used correctly. Remember: play with fire, and you WILL get burned.

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    Chandelure has quite a bit going for it, even with its DW Ability being unavailable. Flash Fire gives you a free in, unique typing, huge Sp.Atk, above average defenses, okay HP, a diverse Movepool, and you boast more resistances and immunities than weaknesses (even though every one of its weaknesses is a common Move Type - Water, Ground, Rock, Ghost, and Dark).

    Most importantly, Chand' is a strong counter to Ferrothorn. You will resist both of its STAB Moves, giving you an effectively free in barring one, critical weakness...

    Stealth Rock. I mentioned it had a weakness to Rock, so you have to tread lightly and stay in as long as possible. This can complicate things if you get Leech Seed, Toxic/regular Poison, Perish Song, or Sleep Status inflicted upon you. Even worse, your opponent could still have Roar, Dragon Tail, or Whirlwind to force you out (can't use Circle Throw without using Foresight first due to your Ghost Type).

    Seeing as your Speed is average, anything with Base 81+ Speed will be a menace to you, especially with Super-Effective STAB(s). Drizzle-toed is another issue since Fire is one of your STAB Types. Your Energy Ball may deter most Water, Rock, and/or Ground Types, but your weaknesses to Dark and Ghost are more glaring. A Dark Type will be a major threat, especially if they use their Sp.Atk to avoid the Attack cut from Burns.

  16. #16
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    Finally, something viable in OU.

    Abilities:

    Flame Body: Um.. OK.. if you want to burn Scizor or something? Worse than the other two abilities.
    Flash Fire: Good, gives him a boost to his already powerful Fire attacks.
    Shadow Tag: This ability is godlike, through the roof. I can't even put how amazing this is into words.

    Sets:

    Flame Charge
    Chandelure @Life Orb
    Timid
    Shadow Tag
    4 HP/252 Sp. Atk/252 Speed
    Flame Charge
    Shadow Ball
    Fire Blast/Flamethrower
    Energy Ball/HP Ice

    Substitute
    Chandelure @Leftovers
    Timid
    Flash Fire
    4 HP/252 Sp. Atk/252 Speed
    Substitute
    Fire Blast
    Shadow Ball
    Energy Ball

    Scarf
    Chandelure @Choice Scarf
    Timid
    4 HP/252 Sp. Atk/252 Speed
    Shadow Tag
    Overheat
    Shadow Ball
    Energy Ball
    HP Ice

    Specs
    Chandelure @Choice Specs
    Timid
    Shadow Tag
    4 HP/252 Sp. Atk/252 Speed
    Overheat
    Shadow Ball
    Energy Ball
    HP Ice

    Calm Mind
    Chandelure @Leftovers
    Timid
    Shadow Tag
    252 HP/4 Sp. Atk/252 Speed (You could also run 4 HP/252 Sp. Atk/252 Speed if you want a sweeper, not a tank)
    Calm Mind
    Shadow Ball
    Flamethrower
    Energy Ball/HP Ice/Substitute


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  17. #17
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    Default Chandelure

    Item: Choice Scarf
    Nature: Modest
    EVs: 252 SAtk / 252 Spd / 4 HP
    Ability: Flash Fire
    Moveset:
    - Overheat
    - Flamethrower
    - Shadow Ball
    - Energy Ball

    Choice Scarf to be first, because Chandelure has only average speed. But then a Modest nature gives it that extra boost in power. Flash Fire allows a team mate to power you up, or you switch into fire types. Much better than flame body.

    OVERHEAT: On Chandelure, it has the power of a 1 hit KO.

    FLAMETHROWER: If you think you will be attacking twice, go for this safer move.

    SHADOWBALL: An alternative STAB move.

    ENERGY BALL: Super effective on everything fire is weak to.
    I like a good fight, and I NEVER turn off the power when I'm about to lose a battle. Because of others doing this, and me not turning off, my record does not look how it should. It's shame that the pokemon world allows these cowards to escape a loss.

    If more people don't do this, then pokemon battling will become more fair and fun.



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    NO NO NO YOU ALL HAVE IT WRONG
    :P


    Name: Firefall/ Destructive Fury
    Nature: Modest/ Timid
    Ability: Flash Fire
    Item: Life Orb/ Leftovers
    EV's: 252 Sp.A/252 Speed/4 HP
    Moves:Fire Blast
    Psychic
    Shadow Ball
    Energy Ball

    Fire Blast is to STAB take down those evil Grass, Ice, Steel, and Bug types, Shadow Ball gives you STAB to tackle those smart-mouthed Psychic and Ghost types, Energy Ball to hit the Water, Rock, and Ground types that try to wall you, and last but not least, Psychic to mass murder the Fighting and Poison peoples.

    That's 11 types you can hit hard. Any of these moves, you can also hit the neutral types to try to KO them.

    Partners
    Drought Ninetales. All I need to say. If Fire Blast hits in the sun, it's almost sure to be a KO. Bring along a Fighting type, Water type and a Ice type so Dragons, Darks, Heatran, etc. don't check you

    Checks and Counters
    Dragon types are sure to check Chandelure, as they resist all of his moves. Dark types hit hard against Chandelure. Be careful around these guys.
    DO NOT BATTLE HEATRAN WITH CHANDY.
    Last edited by StarMasterWarrior; 5th February 2012 at 10:38 PM.


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  19. #19
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    Support
    252 HP; 252 SpDef; 4 Def
    0 Speed IVs
    Sassy
    Trick Room
    Will-O-Wisp
    Taunt/Pain Split
    Clear Smog/Haze/Flamethrower

    A plethora of resistances and immunities make this possible. Support with Trick Room, Taunt and WoW. Recover with Pain Split and stuff. Go ahead and haze people if that's a problem for you. Flamethrower's fun if you can trap stuff like Ferrothorn or Forretress; you can set up on them and kill them.

    Anyway, yeah...


  20. #20
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    Quote Originally Posted by Serebii View Post
    I threw out the one the RNG decided for today (Weezing)
    You WHAT?!?!

    It Should Have Been Weezing This Week
    Chandelure@Expert Belt
    Modest nature
    Flash Fire
    252 Sp. Atk/252 Spd/4 HP
    ~Flame Charge
    ~Flamethrower
    ~Shadow Ball
    ~Hidden Power (Fighting)

    So NOW Serebii decides to go with an OU superstar, the week when the cycle of crap would have been broken by the awesomeness that is Weezing anyway. I am disappoint and offended. But still, the show must go on, so... Yes. Chandelure. This haunted light fixture is bolted right in place in the OU tier and not without good reason- specifically, dat Special Attack. This is your standard Chandelure set. Flame Charge is an absolute necessity for the Speed increase, and the other three moves are for pure and unadulterated PWNage. Flamethrower and Shadow Ball are for STAB, and Shadow Ball and HP Fighting have unresisted coverage.

    Item boosts the power of Chandelure's super-effective moves, which will be the case often enough. Ability is the best currently legal one.


    Why Not Weezing?
    Chandelure@Leftovers
    Bold nature
    Flame Body/Flash Fire/Shadow Tag
    252 HP/252 Def/4 Sp. Def
    ~Calm Mind
    ~Shadow Ball
    ~Hidden Power (Fighting)
    ~Flamethrower/Protect/Flame Charge

    Chandelure can also run a Calm Mind set to a certain degree of success, boasting not-too-shabby defenses. Maximize the physical bulk through the nature and EVs, and allow Calm Mind to handle the rest. Shadow Ball and HP Fighting for that unresisted coverage of doom, and the last slot depends on you. Flamethrower is generally preferred, but when or if Shadow Tag Chandelure becomes legal (along with Truant Durant), Protect will be invaluable. If not with Truant Durant, then Flame Charge.

    Item is obvious. Ability, any one works here. Flame Body can help to burn physical attackers, adding on to its already decent physical bulk. Flash Fire is always good for the Fire immunity. And Shadow Tag (when it becomes legal, that is) turns this thing into an utterly unstoppable monster.


    Other options:
    *You could slap a Choice Scarf on Chandelure and replace Flame Charge with another move, but the need to switch constantly is detrimental to anything with a Stealth Rock weakness, and in any case, Chandelure gets perfect coverage with the moves already in that set. No, Choice Scarf is clearly inferior to the Flame Charge set.
    *Overheat could see some use on a Choice set, but as stated above, Chandelure's not really suited to those.
    *Heat Wave and Fire Blast can replace Flamethrower on any given set, but the accuracy is a tad off-putting.
    *Pain Split is Chandelure's only reliable form of recovery (and I use the term "reliable" very, very loosely)
    *Clear Smog is a good way to bring Baton Pass teams to a screeching halt.
    *If boosting Chandelure's Speed isn't quite your style, you could go the other way and make it as low as possible and run Trick Room. That said, quite a few things can and will outrun Chandelure in Trick Room.
    *Will-O-Wisp is always a good option, especially on the Calm Mind set. Makes for a decent, albeit gimmicky, combination with Hex.

    Abilities:
    *Flash Fire: Chandelure is immune to Fire moves. When first hit by one, the power of its own Fire moves is increased by x1.5. The preferred ability on any currently legal Chandelure, as an extra immunity is always a plus.
    *Flame Body: When Chandelure is hit by a contact move, the opponent has a 30% chance of getting burned. Always a good ability, but Flash Fire usually outclasses it.
    *Shadow Tag: Chandelure's Hidden Ability, and once it's released, probably Chandelure's one-way ticket to Ubers. This thing is incredible. All you need to do is switch in a Calm Mind Chandelure with Shadow Tag on a Choice item'd Normal or Fighting move and set up like hell with Calm Mind, then Flame Charge. Assuming the Flame Charges don't KO the foe, Chandelure will be at +6 Special Attack and +6 Speed, leaving your opponent more or less at your mercy. Also bear in mind that your other two moves would be Shadow Ball and HP Fighting. Completely unresisted coverage. Yeah.

    Partners:
    Chandelure excels on sun teams. The bright sunlight powers up Chandelure's already incredible Fire moves and more or less eliminates its weakness to Water. You'll also want some Rapid Spin support or a Magic Bounce Espeon, because Stealth Rock is no Fire-type's friend.

    Counters:
    Heatran eats anything Chandelure throws at it barring HP Fighting and can hit back with Dark Pulse, potentially for the KO. Resists both of its STAB types, too. For obvious reasons, you'll want to steer clear of Blissey. Chansey can only threaten you with Toxic, but that doesn't give you a license to take her lightly.

    Opinion:
    Chandelure has it all; great stats, great moves, great looks... My only issue is with Serebii's apparently negative opinion of Weezing.

    Prediction for next week:
    Weezing. C'mon, Serebii, do the right thing.
    Last edited by Missingno. Master; 5th February 2012 at 10:10 PM.

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  21. #21
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    Woooo, Chandelure

    I haven’t gotten around to using this cool ghost in my team, but I’ve definitely encountered it enough to know how it’s intimidating, even with its generic defenses and less-than-ideal Speed. With base 145 Special Attack, it’s a force to be reckoned with. Once it gets Shadow Tag from the Dream World, it will become even nastier.

    Abilities:
    Flame Body – If Chandelure is struck by a Physical attack, there is a 30% chance the opponent will be burned. Really the least appealing ability out of them all simply because there are better choices in Chandelure’s roster.

    Flash Fire – If you don’t have a Shadow Tag Chandelure, this is the better alternative over Flame Body. Not only are you immune to Fire-type moves, but the first time you are hit by one, your own Fire moves get a 50% increase. This can add to your already massive Special Attack as well as safely switch in to a potential Fire-type opponent without any worries whatsoever.

    Shadow Tag – THE ability for Chandelure above all the others. No opponent currently on the field can escape while Chandelure is present (unless they also have Shadow Tag, a Shed Shell, or use U-Turn or Baton Pass). Apparently, even returning Chandelure and replacing it with another Pokémon still keeps Shadow Tag in effect, meaning you can completely decimate your opponent’s team with counters they cannot run from. That’s harsh.


    An attack for any situation
    Item: Life Orb
    Ability: Shadow Tag/Flash Fire
    EVs: 252 Sp. Atk / 252 Spd / 4 HP
    Nature: Timid (+ Spd, - Atk)
    - Shadow Ball
    - Flamethrower/Heat Wave/Fire Blast
    - Grass Knot/Solarbeam
    - Hidden Power Fighting/Will-o-wisp

    Shadow Ball gets Ghost-type STAB. Flamethrower, Heat Wave, and Fire Blast get Fire-type STAB, each with different purposes: Flamethrower for accuracy and standard power, Heat Wave to strike all opponents in multi battles, and Fire Blast for less accuracy but much more power. Grass Knot deals with Chandelure’s Water, Rock, and Ground weaknesses. Solarbeam is much more powerful, but only use it if you have Sunny Day support. Hidden Power Fighting gets rid of its Dark-type weakness. Will-o-wisp has the potential to increase Chandelure’s Defense just a little more by reducing the opponent’s Attack.

    Since this set is purely concerned with sweeping, the Life Orb will add even more power to all of Chandelure’s attacks.


    Telekinesis
    Item: Life Orb
    Ability: Shadow Tag (preferred)/Flash Fire
    EVs: 252 Sp. Atk / 252 Spd / 4 HP
    Nature: Timid
    - Telekinesis
    - Inferno
    - Hex
    - Energy Ball/Toxic

    Telekinesis will put all your attacks to 100% on the opponent affected by this move for three turns. This is highly helpful for the powerful Inferno, which has a 100% chance to burn the opponent, but very poor accuracy without the aid of Telekinesis. From there, Hex will double in power because the opponent will have a status condition. Finally, Energy Ball mostly takes care of Water-types that would resist Inferno and end up taking you down. Alternatively, if you encounter another Pokémon that resists being burned (another Fire-type, etc), then Toxic is another option to inflict them with a status and still double the power of Hex.

    The biggest problems with Chandelure
    Chandelure has a weakness to Stealth Rock, so be careful when switching in.

    I feel Chandelure can work decently in double battles, but in almost all the instances I can recall fighting a team with Chandelure in it, the opponent just seems to expect it to work on its own. But it’s that sad base 80 Speed that really hinders it from doing so. It needs even just a little support from the rest of its teammates to truly shine. Most notably, it should have Tailwind support if it ever hopes to have a chance in the Over-Used battle scene as a Special sweeper. Otherwise, any Pokémon with even base 81 Speed has the chance to overthrow poor Chandelure with its lackluster defenses and health.
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  22. #22
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    Personally, I see no reason to use Modest on Chandelure, unless you're some weird special tank. w/ Modest, the Scarf set can't really outrun much boosted pokemon, as most run a Speed-boosting nature if they're boosting Speed, to outrun fast Scarfers.


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  23. #23
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    Actually, my team has a harder time dealing with Weezing then it does with Chandalure.

    Anyway, this thing is deadly in the sun. I just did a couple calcs, and Fire Blast 2HKOs both Latios and max HP latias. Even the standard Blissy is 2HKOed a good chunk of the time. Though it faces tough competition with Heatran, a choice scarf in the sun seems like the best plan to me.
    Personally, I see no reason to use Modest on Chandelure, unless you're some weird special tank. w/ Modest, the Scarf set can't really outrun much boosted pokemon, as most run a Speed-boosting nature if they're boosting Speed, to outrun fast Scarfers.
    It's not going to outrun too many +1 pokemon or scarfers, even with timid. Though timid could work out, if you're using scarf Chandalure, you're using it for it's sheer power. I think modest could be viable as well.
    Last edited by Zachmac; 5th February 2012 at 7:12 PM.
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  24. #24
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    Chandelure. Easily one of my favorite pokemon. Coincidentally, I've just started training one in Black!
    Anyway, Chandelure is a cannon. Massive base 145 Sp. Atk that can rip through almost anything. Duel STAB with nice Offense, but terrible defensive typing. Unfortunately, it only has Base 80 Speed, so it requires the Choice Scarf to sweep or even just stay alive.
    Flame Body: Burns upon physical contact. His other two abilities are a lot better.
    Flash Fire: Currently, his best ability. He can take fire attacks to boost his own. Very useful.
    Shadow Tag (DW): This ability alone will turn Chandelure into an Uber pokemon. The opponent cannot switch out until you die, he dies, or you switch out. Basically, if there is a pokemon weak to your type, send out Chandelure to either set up or just straight up kill it.

    CHAAAAAAAAAAARGE
    -Flame Charge
    -Shadow Ball
    -Flamethrower/Heat Wave
    -Energy Ball/Psychic/Hidden Power [Fighting]
    Item: Air Balloon
    Ability: Flash Fire/Shadow Tag
    EVs and Nature: Timid (+Spd, -Atk)
    4 Hp/252 Sp. Atk/252 Spd
    I know what you're thinking: Flame Charge? That's a)a physical attack and b) gimmicky. Well you're right. However, I've used this set before. Switch in on a Fire attack (if you have Flash Fire) or on Skarmory or Ferrothorn (with Shadow Tag) and use Flame Charge. Then, with your Speed now at a nice 400, sweep. Yeah, 400 Speed after one Flame Charge, and you still have 389 Sp. Atk. Go time. Shadow Ball is STAB. Flamethrower is also STAB, but Heat Wave if you want to try for the egg move/want more power. The last attack is up to you; Energy Ball for Ground and Water types (specifically Gastrodon and Swampert); Psychic for bulky Fighting types like Conklederp; Hidden Power [Fighting] for Dark types. Air Balloon so you can survive at least one Ground Attack, possibly setting up on it.

    Look at my lovely Scarf!
    -Flamethrower
    -Shadow Ball
    -Energy Ball
    -Psychic/Hidden Power [Fighting]
    Item: Choice Scarf
    Ability: Flash Fire/Shadow Tag
    EVs and Nature: Timid
    4 Hp/252 Sp. Atk/252 Spd
    Choice Scarf set. Same as last set, but you don't set up.

    A bulky set is viable as well, with Substitute and Calm Mind.

    Double and Triple Options
    Weak to Rock Slide, Earthquake, and Surf. It knows Heat Wave. It can't really help set up or cripple anybody, soo... No.

    Partners
    Chandy loves the sun. Turns his already powerful Fire STAB unimaginably strong, and makes Water types do only neutral damage to him. I wouldn't suggest it, but Trick Room is an option. You want to take out Dark types, especially Bisharp, so Fighting types are good. Virizion is actually a pretty good partner for Chandelure.

    Countering
    Bisharp, with STAB super-effective Sucker Punch, murders Chandelure. Bulky Water types wall Chandelure and deal damage in return. Tyranitar is Chandelure's worst nightmare, unless he runs Hidden Power [Fighting]


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  25. #25
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    I highly recommend mentioning that Shadow Tag might be its bane to Ubers.
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