Chandelure- QC (2/3)

First analysis, whee



Overview
########

Pros:
  • Massive SpA stat, powerful spread move in Heat Wave, and good coverage between its STABs
  • Typing affords it several useful resistances, including an immunity to Fighting, as well as a good offensive STAB combination
  • Two good abilities in Flash Fire and Infiltrator- the former giving it a free switch-in (and power-up) on predicted Heat Waves and the latter giving it the ability to bypass Light Screen and Substitutes
  • Serves as a good switch in to several common threats, such as Mega Charizard Y and Mega Kangaskhan
  • Flexible speed tier allowing it to function in both Tailwind and Trick Room
Cons:
  • Said typing also gives it a variety of common weaknesses, including Dark, Water, Ground and Rock. Ground and Rock also happen to be the types of the two most common spread moves in Doubles, Earthquake and Rock Slide.
  • 80 base speed is slow outside of Tailwind and is slightly fast by Trick Room standards, which can make its speed tier a little difficult to work with
  • Frail due to low 60/90/90 defenses

Offensive Trick Room
########
name: Offensive Trick Room
move 1: Heat Wave
move 2: Shadow Ball
move 3: Trick Room
move 4: Protect
ability: Infiltrator/Flash Fire
item: Focus Sash/Life Orb
evs: 252 HP/252 SpA/4 SpD
ivs: 0 Spe
nature: Quiet

Moves
========
  • Heat Wave provides a powerful spread move and a chance to make use of Chandelure's ability, Flash Fire.
  • Shadow Ball gives Chandelure a strong secondary STAB and an option to get around Wide Guard.
  • Trick Room allows it to support its team with speed control and allows Chandelure to fire off powerful attacks without fear of being outsped.
  • Protect is useful for scouting for spread moves, blocking double-target attempts, stalling out rain, etc

Set Details
========
  • Focus Sash guarantees that Chandelure can survive at least one attack before going down, allowing it to more reliably set up Trick Room.
  • Life Orb can be used for a good boost in power, though in conjunction with sandstorm and other forms of residual damage it can cause Chandelure to be worn down rather quickly; in addition, the lack of Focus Sash makes it much less reliable as a Trick Room setter.
  • The choice between Flash Fire and Infiltrator is a toss-up; Flash Fire gives Chandelure more opportunities to switch in and set up Trick Room (as well as the ability to reliably check Mega Charizard-Y), while Infiltrator allows it to bypass Light Screen and Substitute.
  • Mental Herb and Lum Berry are situational options that can help Chandelure set up Trick Room against things it otherwise could not.

Usage Tips
========
  • This set's main objective is to get Trick Room up as soon as possible and then proceed to punch holes in the opposing team.
  • When not used in the lead position, Chandelure should use the immunities granted by its typing and possibly Flash Fire in order to find a chance to switch in, as it is rather fragile. If it does run Flash Fire, Chandelure's best switch-ins become opposing Fire-types as Chandelure is immune to and gains a boost from their STAB moves.
  • Don't rely on it for more than one or two Trick Rooms, due to its fragility.
  • If using Chandelure as a lead, beware of double-targetting as most players will anticipate Focus Sash.
Team Options
========
  • Pokemon that benefit from Trick Room, such as Conkeldurr, Mega Mawile, and Rhyperior all make good teammates for Chandelure.
  • Pokemon that can make use of Wide Guard are Chandelure's best friends as they can keep away predicted Rock Slides and Earthquakes while Chandelure blasts away with Heat Wave or sets up Trick Room. Hitmontop makes for an especially good partner as it can also make use of Fake Out to help Chandelure set up Trick Room
  • Chandelure also greatly appreciates sun support from Mega Charizard Y and can fire off devastating dual sun-boosted Heat Waves alongside its partner. However, Mega Charizard-Y can be difficult to fit into a Trick Room team due to its high Speed.
  • Safeguard support is helpful in allowing Chandelure to escape being Spored, as Amoonguss will outspeed Chandelure under Trick Room.
  • Prankster Taunt users can also be helpful in preventing Chandelure from being Taunted itself while it sets up Trick Room.

Special Attacker
########
name: Special Attacker
move 1: Heat Wave
move 2: Shadow Ball
move 3: Substitute/Will-O-Wisp
move 4: Protect
ability: Infiltrator/Flash Fire
item: Leftovers/Life Orb
evs: 80 HP/252 SpA/176 Spe
nature: Timid

Moves
========
  • Heat Wave and Shadow Ball are used as powerful attacking options, etc
  • Substitute allows it to avoid attacks and status while it fires off powerful attacks, and helps to ease prediction once it is successfully set up
  • Protect is of extra importance on this set, as a Chandelure with a Substitute up is often double-targetted. It also allows Chandelure to regain some health using Leftovers and to preserve its Substitute while its partner takes down a threat
  • Will-O-Wisp prevents physical attackers from switching in safely, and allows Chandelure to become a hard counter to Mega Kangaskhan (as most lack Crunch).

Set Details
========
  • 176 Speed and a Timid nature is given to outspeed max speed Breloom and Bisharp. SpA is maxed in order to hit as hard as possible while the rest is put into HP
  • Leftovers is chosen as it allows Chandelure to recover a good portion of its HP back in conjunction with Protect and Substitute. Life Orb should only be used with Will-O-Wisp as otherwise Chandelure will be losing large amounts of HP.
  • Again, the ability choice is a toss-up; Flash Fire allows Chandelure to switch in on a wider variety of threats safely, such as Mega Charizard Y (and become even more dangerous with a boost); however, Infiltrator allows it to beat other Substitute users that try to set up while Chandelure sets up and allows Chandelure to burn physical attackers through Safeguard and Substitute.

Usage Tips
========
  • This Chandelure is good at any point in the match that it can find an opening to use Substitute, but works especially well mid-to-late game once faster threats have been weakened or eliminated
  • Fire-, Normal-, and Fighting-types make for good switch-in opportunities
  • Pokemon that Chandelure can force out (or force to Protect), such as Amoonguss, or Pokemon that rely on Sucker Punch to defeat it are good setup opportunities for it
  • Although it can set up in front of Mega Kangaskhan, be cautious of its Sucker Punch as it will deal damage through the Substitute and possibly lead to a KO if Chandelure is lower on health, or if Mega Kangaskhan has boosted with Power-Up Punch.
  • Chandelure works best against slower, bulkier teams. It can, however, function well against faster, more offensive teams if given appropriate Speed control or with good matchups.

Team Options
========
  • Pokemon that can create openings for Chandelure to use Substitute are all excellent partners for it. These include Fake Out users such as Scrafty, Wide Guard users such as Hitmontop and Aegislash, sleep inducers such as Amoonguss, and Follow Me users such as Togekiss, among others. Wide Guard deserves special mention as it is weak to two of the most common spread moves in Doubles, Earthquake and Rock Slide.
  • Speed control, though not as much a necessity once set up, is helpful to allow Chandelure to attack even if its Substitute is down. Good Speed control partners include Thunder Wave users like Rotom-W and Thundurus and Tailwind users such as Togekiss and Scizor.
  • Water- and Grass- types make good partners as they can beat the Rock- and Ground- types that threaten Chandelure with their STAB moves. Grass types also have the advantage of beating Water-types, which also threaten Chandelure.
  • Chandelure makes a good partner for Pokemon that appreciate having Steel-types removed, such as Mega Kangaskhan, as well as Pokemon who appreciate having Grass types removed, such as the aforementioned Water-types
  • Chandelure also greatly appreciates sun support from Mega Charizard Y and can fire off devastating dual sun-boosted Heat Waves alongside it. Mega Charizard Y can also set up Tailwind if you need another user of the move
  • Intimidate support can help cushion the blows from physical attackers that it receives while attempting to burn them with Will-O-Wisp.

Other Options
########
  • A set utilizing Choice Scarf, Trick, and Chandelure's hidden ability Infiltrator as a fast and powerful revenge killer that cannot be stopped by Light Screen or Substitute. However, such a set is even more vulnerable to Sucker Punch and other priority due to a lack of Protect.
  • Air Balloon is a decent alternative item choice as it often switches in on attacks it is immune to, taking no damage and keeping its Air Balloon intact. Air Balloon also removes its weakness to Ground, so it can be used alongside Earthquake users of your own.
  • Flamethrower, Overheat, and Fire Blast can be used to score a powerful hit on a single target, but Chandelure will sorely miss the spread damage from Heat Wave
  • Imprison can be used in conjunction with Trick Room as an anti-Trick Room strategy, though this is hard to find room for as Protect is very valuable to it and losing one of its STABs severely inhibits its offensive potential
  • Hidden Power [Ground] can be used to hurt Heatran who otherwise takes little from Chandelure's attacks, but serves little purpose beyond this
  • Hidden Power [Fighting] can be used to damage Tyranitar (who otherwise resists both of Chandelure's STABs) and achieve perfect neutral coverage alongside Shadow Ball, but it is very weak even when super effective
  • If using Will-O-Wisp, Hex can give Chandelure a far more powerful STAB option. It is less reliable than Shadow Ball, however.
  • Energy Ball is usable as a coverage move, but is hard to find room for. (Placeholder for Rotom-W mention)
  • In the same vein, Solar Beam is usable on a sun-supported team, but overall Energy Ball is more reliable and suffers the same issues with moveslot space.

Checks & Counters
########
  • **Offensive Typing Advantage**: Though most of them will take a good chunk from Shadow Ball, most decently bulky Water-types can come in and threaten Chandelure with their super-effective STABs. Mega Gyarados and Azumarill deserve special mention because the former resists both of Chandelure's STABs and the latter can pick off Chandelure with Aqua Jet before it gets a chance to act (though both must be wary of switching in on a Will-O-Wisp). When lacking Wide Guard support, almost any strong and decently fast spread attacker can come in and threaten Chandelure- Terrakion in particular can come in on a predicted Heat Wave, outspeed, and KO it with Rock Slide (though it needs to be wary of Will-O-Wisp). Users of Sucker Punch, while they must be wary of Substitute and Will-O-Wisp from the second set, can KO it easily without worrying about Speed control- Mega Kangaskhan, while especially fearful of Will-O-Wisp, can break Chandelure's Substitutes and deal damage through them (though the second hit will not KO unless Mega Kangaskhan has boosted or if Chandelure is lower on health). And, finally, one of Chandelure's greatest assets in Flash Fire is also one of it's greatest nemeses. Heatran, especially, can come in on any of Chandelure's attacks bar the rare Hidden Power Ground and KO it with a super effective Earth Power.
  • **Opposing Weather**: Politoed ruins Chandelure's day by weakening its Fire attacks with the rain it brings and can OHKO it with a rain-boosted Water attack. Swift Swim users can also outspeed even a Choice Scarf variant while rain is up and can also easily KO Chandelure with Water attacks (though they must be wary of Trick Room). Sandstorm teams also make Chandelure's life difficult as the Rock-types they carry resist Heat Wave (and have boosted Special Defense in sand) and carry Rock Slide or Earthquake to KO it. Tyranitar, the main Sandstorm setter, resists both of Chandelure's STABs and can KO it with Rock Slide or Crunch.
 
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Stratos

Banned deucer.
pls no bold

chand's ability should always be infiltrator
mention that if you're running chand not on a tr team it's probably worthwhile to run enough speed to beat 252+ breloom (this means timid 176 spe)

in fact i'd expand the sub and tr sets into two different sets since the teams they go on are quite different

totem and i aren't convinced on scarf chandelure, but this is just theorymon, neither of us have used it. do you have any replays against quality players of it working? (or could hop on irc and challenge one of us to a battle with it)
 
I personally have used Scarf a little bit but not enough to really vouch for it's effectiveness. I know other players swear by it though.

I really like the idea of Infiltrator on the Scarf set though, so once I finish edits here I'll incorporate it into a team
 
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Stratos

Banned deucer.
whatever players swear by scarf, they can convince me and write it up themselves. axe it, just write up the other two sets and then ill check
 
Moved Scarf to OO, debolded stuff, expanded Sub and TR into 2 sets. Feel like Sub could use more info but idk what else to add
 

Darkmalice

Level 3
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Substitute is currently mentioned in the AC on the first set. This mention should be removed; the entire second set is dedicated to the move. Same for Leftovers with Sub in the first set.

You also mention Infiltrator as the ability of choice in Set Details, but have Flash Fire as the main ability. Personally I think all the sets should be Infiltrator / Flash Fire. Infiltrator is usually the better ability, but Flash Fire is useful for screwing over Mega Charizard Y, and it's popularity warrants its use. It's also useful against Heatran to a lesser degree; so is Infiltrator against Sub sets (50% of Heatran).

Feel like Sub could use more info but idk what else to add
Substitute on predicted switches and Protects.

Also add that it is useful for bypassing Sucker Punch, which is otherwise problematic for Chandelure.

You don't have to write more on it; there isn't too much to Substitute.

  • Timid is used to outspeed Pokemon at or under base 130 speed, such as Jolteon, Aerodactyl, Weavile, Shaymin-S, and slower Choice Scarf users, though Modest is usable if the extra power is preferred
This was in the AC of the Sub set. It needs to be changed
 
Substitute is currently mentioned in the AC on the first set. This mention should be removed; the entire second set is dedicated to the move. Same for Leftovers with Sub in the first set.

You also mention Infiltrator as the ability of choice in Set Details, but have Flash Fire as the main ability. Personally I think all the sets should be Infiltrator / Flash Fire. Infiltrator is usually the better ability, but Flash Fire is useful for screwing over Mega Charizard Y, and it's popularity warrants its use. It's also useful against Heatran to a lesser degree; so is Infiltrator against Sub sets (50% of Heatran).



Substitute on predicted switches and Protects.

Also add that it is useful for bypassing Sucker Punch, which is otherwise problematic for Chandelure.

You don't have to write more on it; there isn't too much to Substitute.



This was in the AC of the Sub set. It needs to be changed
Mb, removed. Sucker Punch mention is in there somewhere iirc.
 
As for FF vs Infiltrator; I've had about half of people (by people I mean high-ranking players) say Infiltrator is better, and the other half say FF. I personally have used Chandelure a lot and I feel that FF is a significant part of how it plays. That said, I will add Infiltrator to all the sets and add some analysis to both in Set Details.

Edit: Added.
 
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Made a few more minor edits, ready for check.


Edit: Gonna be out of town till Saturday. Will do needed corrections (after checks) and/or the write up as soon as I get back.
 
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Darkmalice

Level 3
is a Tiering Contributoris a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Top Contributor Alumnus
Overview
Massive SpA stat, powerful spread move in Heat Wave, and decent coverage in Shadow Ball and Energy Ball
Change to decent coverage with its STABs. No point in mentioning Energy Ball when it's been dumped only in OO, and its STABs alone do give it good neutral coverage. YOu can then remove the same comment from the dot point below (avoid repitition)

You've mentioned FF as a good ability, also mention Infiltrator


Also the abilities on all sets should be Infiltrator / Flash Fire, not the other way round.

AC first set

You mention Machamp as the first Wide Guard teammate; I would mention Hitmontop before Machamp, as Hitmontop is a better Pokemon and Machamp is not common. Mention Fighting-type STAB instead of Dynamic PUnch

OO

When mentioning Flamethrower, also mention Fire Blast and Overheat.
 
Overview


Change to decent coverage with its STABs. No point in mentioning Energy Ball when it's been dumped only in OO, and its STABs alone do give it good neutral coverage. YOu can then remove the same comment from the dot point below (avoid repitition)

You've mentioned FF as a good ability, also mention Infiltrator


Also the abilities on all sets should be Infiltrator / Flash Fire, not the other way round.

AC first set

You mention Machamp as the first Wide Guard teammate; I would mention Hitmontop before Machamp, as Hitmontop is a better Pokemon and Machamp is not common. Mention Fighting-type STAB instead of Dynamic PUnch

OO

When mentioning Flamethrower, also mention Fire Blast and Overheat.
Changed.
 
252 SpA Mega Charizard Y Fire Blast vs. 80 HP / 4 SpD Chandelure in Sun: 170-201 (60.4 - 71.5%) -- guaranteed 2HKO

Flash Fire should def be included on the set, because without it, Chandelure makes a very unreliable answer to Mega Charizard Y, which it counters beautifully with Flash Fire. I am cool with it being behind infiltrator tho, because Infiltrator is cooler.
 
Overview:
  • No Surf mention. It is bad.
Set #1:
  • Change the name to Offensive Trick Room because it is more descriptive.
  • "SET NAME" should say "Offensive Trick Room" as well.
  • 0 Speed IVs
Moves:
  • The abilities discussion goes in Set Details. Also note there that no Flash Fire makes it a very shaky Zard Y check.
  • "If using Chandelure as an anti Trick Room Pokemon, a spread of 80 HP/252 SpA/176 Spe and a Timid nature should be used in order to outspeed max speed Breloom." This is a huge waste of Chandelure's potential so I would take it out. Only Cress can do it cause it is so dang bulky.
Set Details:
  • "Focus Sash guarantees Chandelure can survive at least one attack before going down (excluding Mega Kangaskhan's Sucker Punch)" Focus sash is used so it can set up Trick Room more reliably. Sucker Punch doesn't stop it from getting its job done.
  • "Life Orb can be used for a good boost in power, though in conjunction with sandstorm and other forms of residual damage it can cause Chandelure to be worn down rather quickly." This is not a good reason to not use Life Orb.
  • It should always be used as a Trick Room setter.
  • Mental Herb and Lum Berry are situational and help it set up Trick Room as well.
Usage Tips:
  • "As an attacker, Chandelure works best mid-to-late game once faster threats have been eliminated or as speed control has been established." This is not true. Chandelure should get Trick Room up asap and then focus on punching holes in the opposing team so partners can take them out.
  • It should only be switching in and out if safe advantageous because its bulk isnt the most reliable.
  • Don't rely on it for more than one or two Trick Rooms.
  • If leading with it, beware of double targeting as everyone expects focus sash.
Team Options:
  • Please take out Tailwind and Icy Wind support; TRICK ROOM CHANDE BELONGS ON TRICK ROOM TEAMS
  • Um you need partners that actually appreciate Trick Room lol. Sweepers include Conkeldurr, Rhyperior, Escavalier, Mega Mawile etc.
  • Safeguard support and Prankster Taunt support help it set up as well.
  • no ninetales lol
I will do the second set later (but please slash Will-O-Wisp with Sub) cause the first set took me an hour to do. I am hesitant because i am not sure you understand the metagame enough. I will just see how well you implement the changes and look over everything else.
 
Overview:
  • No Surf mention. It is bad.
Set #1:
  • Change the name to Offensive Trick Room because it is more descriptive.
  • "SET NAME" should say "Offensive Trick Room" as well.
  • 0 Speed IVs
Moves:
  • The abilities discussion goes in Set Details. Also note there that no Flash Fire makes it a very shaky Zard Y check.
  • "If using Chandelure as an anti Trick Room Pokemon, a spread of 80 HP/252 SpA/176 Spe and a Timid nature should be used in order to outspeed max speed Breloom." This is a huge waste of Chandelure's potential so I would take it out. Only Cress can do it cause it is so dang bulky.
Set Details:
  • "Focus Sash guarantees Chandelure can survive at least one attack before going down (excluding Mega Kangaskhan's Sucker Punch)" Focus sash is used so it can set up Trick Room more reliably. Sucker Punch doesn't stop it from getting its job done.
  • "Life Orb can be used for a good boost in power, though in conjunction with sandstorm and other forms of residual damage it can cause Chandelure to be worn down rather quickly." This is not a good reason to not use Life Orb.
  • It should always be used as a Trick Room setter.
  • Mental Herb and Lum Berry are situational and help it set up Trick Room as well.
Usage Tips:
  • "As an attacker, Chandelure works best mid-to-late game once faster threats have been eliminated or as speed control has been established." This is not true. Chandelure should get Trick Room up asap and then focus on punching holes in the opposing team so partners can take them out.
  • It should only be switching in and out if safe advantageous because its bulk isnt the most reliable.
  • Don't rely on it for more than one or two Trick Rooms.
  • If leading with it, beware of double targeting as everyone expects focus sash.
Team Options:
  • Please take out Tailwind and Icy Wind support; TRICK ROOM CHANDE BELONGS ON TRICK ROOM TEAMS
  • Um you need partners that actually appreciate Trick Room lol. Sweepers include Conkeldurr, Rhyperior, Escavalier, Mega Mawile etc.
  • Safeguard support and Prankster Taunt support help it set up as well.
  • no ninetales lol
I will do the second set later (but please slash Will-O-Wisp with Sub) cause the first set took me an hour to do. I am hesitant because i am not sure you understand the metagame enough. I will just see how well you implement the changes and look over everything else.
*phew*
Okay, I think I got it all.
 
Team Options 1st set:
  • Fake out support so it cannot be double targeted turn 1 when it wants to set up Trick Room.
Set #2
  • Slash Will-O-Wisp with Substitute (I would prefer first slash but whatever works)
  • rename the set Special Attacker
  • slash Leftovers and Life Orb in the same order as wow/sub (life orb with wow and lefties with sub
Moves:
  • Sub also eases prediction a ton.
  • WoW prevents physical attackers from safely switching in, and it lets Chande hard-counter standard Mega Kanga, a top-tier threat.
Set Details:
  • Don't need the first bullet here.
  • add that it also outspeeds max speed bisharp.
  • Lefties works with wutever item slash, but Life Orb typically shouldn't run with Sub or it will faint way too fast.
Usage Tips:
  • Better vs slower, bulkier teams. It needs great matchups or Speed control to be as effective against faster, more offensive teams.
Team Options:
  • You have hitmontop, but add Aegislash and give Wide Guard a huge mention in the writeup, because Chandelure is weak to so many spread attacks.
  • Good Speed Control Partners are Thunder Wave Rotom-W and Thundurus or stuff like Tailwind Suicune and Togekiss.
  • List Water and Grass types that beat the Rock- and Ground-types that scare Chandelure
  • List partners that like Steel and Grass-types removed like fairies mega kanga and Water-types.
  • intimidate lets it deal with physical attackers more easily.
  • Mega Charizard Y can power up its Heat Waves and keep away rain.
Other Options:
  • No Psychic mention; Will-O-Wisp handles fighting types.
  • Energy Ball could hit Rotom-W which is cool i guess.
  • No haze or clear smog. Almost never worth it.
Checks & Counters:
  • Make sure you use the appropriate tags listed here. We will work on the checks & counters section when you do the above changes.
 
Team Options 1st set:
  • Fake out support so it cannot be double targeted turn 1 when it wants to set up Trick Room.
Set #2
  • Slash Will-O-Wisp with Substitute (I would prefer first slash but whatever works)
  • rename the set Special Attacker
  • slash Leftovers and Life Orb in the same order as wow/sub (life orb with wow and lefties with sub
Moves:
  • Sub also eases prediction a ton.
  • WoW prevents physical attackers from safely switching in, and it lets Chande hard-counter standard Mega Kanga, a top-tier threat.
Set Details:
  • Don't need the first bullet here.
  • add that it also outspeeds max speed bisharp.
  • Lefties works with wutever item slash, but Life Orb typically shouldn't run with Sub or it will faint way too fast.
Usage Tips:
  • Better vs slower, bulkier teams. It needs great matchups or Speed control to be as effective against faster, more offensive teams.
Team Options:
  • You have hitmontop, but add Aegislash and give Wide Guard a huge mention in the writeup, because Chandelure is weak to so many spread attacks.
  • Good Speed Control Partners are Thunder Wave Rotom-W and Thundurus or stuff like Tailwind Suicune and Togekiss.
  • List Water and Grass types that beat the Rock- and Ground-types that scare Chandelure
  • List partners that like Steel and Grass-types removed like fairies mega kanga and Water-types.
  • intimidate lets it deal with physical attackers more easily.
  • Mega Charizard Y can power up its Heat Waves and keep away rain.
Other Options:
  • No Psychic mention; Will-O-Wisp handles fighting types.
  • Energy Ball could hit Rotom-W which is cool i guess.
  • No haze or clear smog. Almost never worth it.
Checks & Counters:
  • Make sure you use the appropriate tags listed here. We will work on the checks & counters section when you do the above changes.
Mmkay. Pretty sure I got it all
Figured someone would mention the tags as I'm not really sure how those work

Edit: Now that the tags look more uniform as compared to the last time I saw them, I understand them more and will implement them
Edit 2: C&C still probably needs some work but it has been cleaned up some and given the appropriate tags. Question: Does heatran fall under miscellaneous or Defensive Type adv.? Flash Fire is the main reason it checks Chandelure which isn't technically type (in fact normally heatran would take neutral damage from Heat Wave)
 
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I would say heatran is offensive typing advantage because it threatens chandelure super-effectively.
 

Darkmalice

Level 3
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Whilst you're writing this up, may as well get another QC check in the process

Overview
  • "Said typing also causes it to be weak to a variety of spread moves, including Earthquake and Rock Slide" - it's not just weak to spread moves, it has common weaknesses (Water, Dark, Ground, and Rock) which include many spread moves like EQ and Rock Slide

TR set
  • Pokemon that can make use of Wide Guard are Chandelure's best friends as they can keep away predicted Rock Slides and Earthquakes while Chandelure blasts away with Heat Wave or sets up Trick Room. Such as... mention Hitmontop as an example. Can also use Fake Out to help set up TR
Special attacker set
  • Chandelure makes a good partner for Pokemon that struggle against Steel- and Grass-types, such as Mega Kangaskhan and the previously mentioned Water- and Grass-types. Pretty bad sentence; Mega Kang doesn't struggle against Grass-types, and Grass-types definitely don't struggle with other Grass-types. Chandelure pairs well with Pokemon that appreciate having Steel-types removed such as Kang, and Pokemon that enjoyed having Grass-types removed like the aforementioned Water-types
OO
  • Remove WoW, as it's mentioned in the seonc set as a slash. Can still mention Hex being used alongisde WoW though
  • Mention Air Balloon as the 2nd dot point - let's have the items together
  • Flamethrower, Overheat and Fire Blast should be the first moves mentioned, as I rather use them over the other OO moves (3rd point overall, with Imprison as 4th, HP Ground as 5th etc)

Checks and counters
  • Give special mention to Mega Gyarados for Water-types, as it resists both of Chandelure's STABs

Do all this and then me or another QC member will give you a check
 

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