Chandelure, a decent 5th Gen Pokemon. Very good Special Attack, decent (but not great) Speed, and surprisingly good defenses for a Special Sweeper. Now, for movesets...everyone's already posted a Sweeper set, but I see a bit of potential for a Physical Wall here. Okay, scratch that, potential for a Physical-except-for-ever-common-Earthquake-and-Stone-Edge-wall here. Still a possibility (certainly more gimmick than mainstream), and could save your frailer Pokemon.
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~Flamethrower/Fire Blast/Heat Wave
~Night Shade/Energy Ball/Toxic/Pain Split/Memento
Item: Leftovers/Air Balloon
EVs and Nature: 252 Defense/252 HP/4 Special Attack
Bold (+ Defense, - Attack)
Ability: Shadow Tag
Fairly self-explanitory here. Switch into a Pokemon that relies on Physical attacks and isn't guaranteed to know or use right away a Rock or Ground type attack (Skarmory, Conkeldurr, etc.) and use Will-o-wisp for your opening move. The accuracy's not that great, but it's more reliable than Inferno (Will-o-wisp could be dropped for Inferno if you have a Doubles/Triples partner who can use Telekinesis, but stick to Singles with this set). With Shadow Tag in effect (the whole moveset falls apart without it, don't use until available via Dream World), your opponent cannot retreat, so they're stuck with a Burn that not only cuts away their Attack, it also deals damage over time. Hex is your primary STAB attack on this set. You know the drill by now, it doubles in power when the target has a status. That's insane damage considering how few Physical sweepers have a resistance to Ghost attacks. It also is great against Gliscor, who seems to have developed a taste for self-inflicted Poison this generation. The Fire attack is for STAB and decent power; Flamethrower is reliable, Fire Blast is stronger but much less reliable, Heat Wave is the compromise. All three can inflict a Burn, which is nice if Will-o-wisp keeps missing when you need it to hit. Overheat, is suicidal; this is a set designed to stay in for an extended period until your opponent's primary Physical Sweeper (or Attack-only user) faints, and Overheat's Special Attack lowering side effect just isn't worth it. The final moveslot is mostly filler, but still useful. Night Shade is the Ghost type answer to Seismic Toss: a solid 100 points of damage every time...that surprisingly got almost no attention last generation. Handy if your opponent pulls a Special Defense-boosting surprise on you. Energy Ball covers it's biggest Physical fears (Ground, Rock, and some Water Pokemon), and could devastate the likes of Swampert and Carracosta should the situation arise. Toxic is another status you can inflict. Because of it's fast-working nature (compared to Burn's low over-time damage), it works better with Overheat, making that Special Attack drop less annoying. It also stops any Physical Sweepers who won't be bothered by a Burn (Guts Heracross and Flash Fire Arcanine, for example). Pain Split is recovery. Recover would've been better for this set, but it's not an option. Memento is set-up; once you've Burned and Hexed your opponent out of their Physical Sweeper(s) or are too weak to Wall anything, go out and take your opponent's offensive capability with you.
EVs need no explanation; Max HP and Max Defense boost your survival while your Special Attack is good enough at it's base (145, yikes!) that you shouldn't need more than the leftovers. Speaking of, Leftovers is the item you have to use with this set; even with Pain Split, you'll need the recovery more than any offensive boost. After reading the above post, however, I see that Air Balloon makes a viable alternative; who knows, you might be able to kill off a Choice-Chomp with this set if you don't mind sacrificing healing potential for an extra immunity.
If it would be killed by a strong Physical attack, use with this Chandelure set.
Other than the aforementioned Earthquake and Stone Edge, there are other ways to destroy this set. Guts users ought to be your first line of offense, with Ratticate and Luxray being preferred; the former is immune to Hex while the other is all but guaranteed to carry Crunch. Dark and Ghost type attacks, being Super Effective, are going to sting no matter if they're Physical or Special. Though, given this set's purpose, stick with Special unless you can get in a strong hit or two before being Burned (Weavile is a good example, despite a Fire weakness). Anything with a Choice Item (Scarf, Specs, Band) is rather iffy; if you suspect that this Chandelure is coming out, you might kill it, or find yourself out-foxxed. (example 1: You and your opponent are using a Lucario. You suspect that your opponent is going to switch so you use Crunch. If you predicted right, then Chandelure is going to be in serious trouble right away, assuming it survived. If you predicted wrong, then you just gave your opponent's Lucario a Justified boost. example 2: Again, same starting Pokemon as previous example. Only, you use Aura Sphere expecting a Super Effective hit. If Chandelure is sent out, you've not only wasted a turn, but now you're trapped AND locked into using a move that has no effect.) Despite how much I dislike it's drawback, a Life Orb equipped Pokemon is going to do better than a Choice-Anything equipped one. Also, Normal types, especially if they run Special sets; even with your Fire attack, they'll happily use you for set-up bait unless you run Toxic.
Again, this set is more gimmick than practical, but it could work.
Last edited by Kiyoshi; 5th February 2012 at 9:12 PM.
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