Chandelure

Flash Fire
Grants immunity to Fire-type moves and increases the power of Fire-type moves by 50% when hit by a Fire-type move.
Flame Body
30% chance to burn when struck by a contact move. Halves the number of steps required to hatch Eggs.
Shadow Tag
Prevents switching.
Type Tier
Ghost / Fire UU
Level 50 Statistics (see level 5, 50, 100)
Min- Min Max Max+
HP
60
- 135 167 -
Atk
55
67 75 107 117
Def
90
99 110 142 156
SpA
145
148 165 197 216
SpD
90
99 110 142 156
Spe
80
90 100 132 145

Overview

Chandelure is one of the most powerful and versatile Pokemon in VGC 2011. With monstrous Special Attack, excellent typing, powerful dual STAB attacks, access to Trick Room, and good Speed and defenses, Chandelure is a threat to any team. While it is weak to moves such as Rock Slide and Earthquake, and is outsped by many common Pokemon, it can overcome these obstacles with proper support. Overall, Chandelure is an absolute powerhouse, and can be a huge asset to any team.

Name Item Ability Nature

Trick Room

Focus Sash Flash Fire Modest
Moveset EVs
~ Trick Room
~ Heat Wave / Overheat
~ Shadow Ball
~ Protect / Imprison
252 HP / 4 Def / 252 SpA

Chandelure makes for a fantastic Trick Room user, with its middling Speed allowing it to set up Trick Room against faster teams and outspeed and attack other Trick Room teams with its powerful dual STAB attacks. Heat Wave and Shadow Ball are Chandelure's dual STAB options, attaining almost perfect coverage and allowing it to hit all other Trick Room users for super effective damage, making it a formidable weapon against both faster teams and opposing Trick Room teams. Protect allows Chandelure to avoid taking damage from its many weaknesses for a turn, giving its partner a turn to eliminate any Pokemon that may be threatening it.

Team Options & Additional Comments >>>
Name Item Ability Nature

Choice Scarf

Choice Scarf Flame Body Modest
Moveset EVs
~ Overheat
~ Shadow Ball
~ Heat Wave
~ Hidden Power Ice / Psychic
4 HP / 252 SpA / 252 Spe

Choice Scarf Chandelure is an excellent check to many faster teams, doing severe damage to many frailer Pokemon with its powerful dual STAB. Overheat gives Chandelure a strong STAB move that deals excellent damage to most offensive Pokemon, always OHKOing the genies and Amoonguss. Shadow Ball forms the second half of Chandelure's dual STAB, and allows it to do excellent damage to most Trick Room users. Heat Wave allows Chandelure to do some powerful spread damage, hitting anything that doesn't resist it quite hard. Hidden Power Ice allows Chandelure to deal with Dragon-types such as Hydreigon much more easily. The EVs and nature allow Chandelure to hit as hard as possible but still outspeed the entire metagame, as well as many Pokemon under Tailwind, with a Choice Scarf attached.

Team Options & Additional Comments >>>

Other Options

Flash Fire can feasibly be run over Flame Body on the Choice Scarf set, but it only really helps against opposing Chandelure, as Fire-type attacks are quite uncommon in VGC 2011. Flash Fire gives Chandelure a boost should the opposing Chandelure use Heat Wave, but it's far more likely that the opposing Chandelure will just use Shadow Ball, making Flash Fire almost useless. Either Fire Gem or Ghost Gem can help Chandelure against a specific threat. A Fire Gem-boosted Heat Wave OHKOes Amoonguss, so Chandelure doesn't have to use the single-targeting Fire Blast, and a Ghost Gem-boosted Shadow Ball OHKOes nearly every Ghost- and Psychic-type in the metagame, making Chandelure especially potent against opposing Trick Room teams. Taunt is an option to stop opposing setup, but with Chandelure's Speed, it'll only be able to stop Trick Room, and Imprison does that very effectively already without being blocked by Mental Herb.

Will-O-Wisp may seem like a good idea to cripple Pokemon that might threaten Chandelure, but when Chandelure has so much attacking power at its disposal, it's much more effective to just attack and KO the opponent than attempting to cripple them. Fire Blast can be run over Overheat on any of the sets to avoid the Special Attack drop, but its lower accuracy and inability to guarantee an OHKO on the genies and Amoonguss generally makes it the inferior choice. Chandelure can run Flame Charge to increase its Speed without having to resort to using a Choice Scarf, but Trick Room does that very effectively already, and Tailwind is a far more effective way to increase Speed. Chandelure can use Choice Specs to make its attacks incredibly powerful, but loses the ability to set up Trick Room, and must be used in Tailwind or Trick Room due to its low Speed. Chandelure can become a powerful Tailwind abuser with its middling Speed and huge Special Attack, and can form the core of a strategy involving both Tailwind and Trick Room.

Checks and Counters

Users of Rock Slide and Earthquake, such as Terrakion and Landorus, threaten to quickly remove Chandelure from the match. However, they need to be careful, as Fake Out users such as Scrafty can immobilize them for a turn and allow Chandelure to set up Trick Room, outspeeding and hitting them hard the next turn. While Chandelure's incredible attacking prowess makes it much less prone to Taunt than other Trick Room users, an untimely Taunt can stop Chandelure from setting up Trick Room, leaving it susceptible to faster attackers which can take advantage of its many weaknesses. Hydreigon resists both of Chandelure's STAB moves, only fearing a super effective Hidden Power, and can OHKO in return with its STAB Dark Pulse. Sucker Punch users, such as Bisharp, Druddigon, and Heatmor, can threaten to KO Chandelure before it moves, even if Trick Room is up, although they must be wary of a Rage Powder user, which can redirect and neutralize any Sucker Punch.