Yes I would still like to nom Chandelure
Chandelure @ Life Orb
Ability: Infiltrator
EVs: 132 HP / 252 SAtk / 124 Spd
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Overheat
- Will-o-Wisp
- Protect
EVs outrun Kyurem-B by a point, and do this: 252+ SpA Life Orb Chandelure Overheat vs. 228 HP / 28 SpD Kyurem-B: 348-411 (77.6 - 91.7%)
So Kyu-B can't just hide behind its Subs and Protects, since
based Infiltrator Overheat will let us land the KO even after Lefties gives some recovery in most scenarios. Meanwhile, against Aegislash, we can just use 252+ SpA Life Orb Chandelure Shadow Ball vs. 252 HP / 4 SpD Aegislash-Shield: 283-338 (87.3 - 104.3%) -- 25% chance to OHKO, which is good enough to KO through the Subs as well, without needing to lower SpA.
As to the things without Sub, Will-o-Wisp is used to dick with Kangaskhan. Overheat spells trouble for even Togekiss too: 252+ SpA Life Orb Chandelure Overheat vs. 248 HP / 0 SpD Togekiss: 292-344 (78.2 - 92.2%) and Shadow Ball outruns and
also 2HKOs the Rotom-W through Sitrus (62.8-74.3%).
I considered putting Taunt in the last slot to dick with Togekiss even more, but I settled on Protect, which enables us to stall our own Trick Room turns if necessary, since we need to be able to outrun Kyu-B, Aegislash, and Rotom-W to pose a threat and being outrun by FlinchKiss would be annoying too.
Defensively, the remaining 132 HP conveniently lets us always live an Earth Power from Kyurem-B as well as our own Life Orb recoil as we Overheat it to oblivion. 252+ SpA Teravolt Kyurem-B Earth Power vs. 132 HP / 0 SpD Chandelure: 224-264 (76.1 - 89.7%), doing 264 max, along with our LO recoil of 29, leaving exactly 1 HP left over. So against Kyurem-B, at least, Trick Room still being up isn't an auto-lose scenario.