Draft Chandelure

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[overview]
**Draft Order**: Round 6 onwards

**Price Range**: 5-7 points

**Overview**: Chandelure spooks foes to primarily fulfill an offensive wallbreaking role for drafts. Boasting a high Special Attack with a near-unresisted STAB type combination and coverage options, it can break through even the sturdiest of walls with enough support. If needed be, it can also provide utility for its teammates with access to Will-O-Wisp and Trick to disrupt foes. Unfortunately, Chandelure's mediocre Speed means that it requires careful positioning to get onto the field safely. This is emphasized further by its low bulk and Stealth Rock weakness, which often limit it in the offensive role it can fulfil. Finally, it can also be difficult to fit onto a team, as there are a plethora of similarly one-dimensional wallbreakers in its price range that also offer resistances and coverage teams may lack.

[strategy comments]
Common Roles
========
**Wallbreaker**: Chandelure can don Choice Specs to burn through threats, crippling them heavily over the course of a match. It is often forced to switch out after committing to a move, however, as revenge killers can easily switch in and prey on its low bulk and Speed. If the matchup allows it, Chandelure can utilize Calm Mind instead to threaten foes with its powerful STAB moves and coverage,

**Speed Control**: Chandelure can utilize Choice Scarf to get the jump on faster offensive threats. It can also use Trick to cripple defensive foes, or Will-O-Wisp to burn offensive walls that threaten Chandelure and its teammates, allowing it to then finish off late-game.

Common Moves
========
**Primary STAB Moves**: Fire Blast, Overheat, Flamethrower, Shadow Ball

**Setup Moves**: Calm Mind, Flame Charge

**Utility Moves**: Will-O-Wisp, Taunt, Substitute, Trick, Clear Smog

**Coverage**: Energy Ball, Psychic, Dark Pulse

Niche Moves
========
**Fire Spin**: Chandelure can use Fire Spin to provide valuable chip damage as well as give it the opportunity to set up if positioned correctly.

**Hex**: If Chandelure is supported by teammates with to Toxic Spikes or burns foes with Will-O-Wisp, Hex is a good option to deal more damage than Shadow Ball.

Common Items
========
**Choice Scarf**: Choice Scarf guarantees heavy damage against foes, as well as hinder defensive checks with Trick if needed be.

**Choice Specs**: Chandelure can use Choice Specs to boast its already-high Special Attack stat further and break the opposing team with increased ease.

**Heavy-Duty Boots**: Chandelure can use Heavy-Duty Boots to get around its weakness to Stealth Rock and enter the field more frequently throughout the match.

Niche Items
========
**Leftovers**: Leftovers can be used to give Chandelure some longevity on Substitute and Calm Mind sets to turn it into a late-game cleaner.

**Resistance Berries**: To deal with specific checks, Chandelure can use Resistance Berries to survive a strong super effective move and hit back with one of its own powerful STAB attacks.

**Air Balloon**: Chandelure can masquerade fully as a chandelier by donning an Air Balloon to temporarily nullify its weakness to Ground.

**Eject Pack**: If it is going up against faster threats, Chandelure can use an Eject Pack in conjunction with Overheat to safely switch to a teammate to keep up momentum.

Tera
========
Chandelure is often drafted with the intention of making it your secondary Tera captain. Tera allows it to bypass common weaknesses to Water, Ground, and Dark and prolong its presence during the game to support its teammates; however, it is still held back by its Speed and bulk, which require immense support from its partners to keep it healthy. Tera Fire and Ghost can be used to boost its existing STAB moves further and fulfil its wallbreaking role to greater heights. Tera Grass and Steel are also common to use in conjunction with Flash Fire to maintain an immunity to Fire. Finally, Tera Fairy can be used to check the plethora of Dark-types in the meta that may otherwise threaten Chandelure.

Draft Strategy
========
Chandelure can be drafted on teams that lack offensive pressure on the special side. While it can threaten a majority of foes with its damage output, it requires a lot of support from faster partners to provide offensive pressure alongside it and defensive teammates to take hits directed at it.

**Entry Hazard Control**: Chandelure greatly appreciates entry hazard control, as it prefers to use a Choice item to provide offense for its team. Rapid Spin users such as Iron Treads and Terapagos are good partners for it, as they also enjoy its immunity to Fighting. Defog users are also good partners to consider, especially Corviknight; it enjoys Chandelure's immunity to Fire due to its Flash Fire ability, and Chandelure enjoys Corviknight's immunity to Ground.

**Defensive Partners**: With its low bulk, Chandelure requires partners that can take moves aimed at it to stick around longer in a match, especially if it is Choice locked. Ting-Lu, Landorus-T, and Rotom-W are great partners to consider. Ting-Lu provides entry hazard support and resists Dark-type moves. Meanwhile, Rotom-W and Landorus-T have an immunity to Ground as well as access to pivoting moves, allowing Chandelure to switch in safely.

**Fast Cleaners**: Chandelure is most efficient in its role as a wallbreaker and requires faster offensive partners to help clean up late-game. Tornadus-T, Roaring Moon, and Meowscarada are good examples to consider.

Checks and Counters
========
**Special Walls**: Despite its high Special Attack, Chandelure struggles to break down special walls such as Ting-Lu, Primarina, and Tyranitar if they are kept healthy, and they force it out with their STAB type combination.

**Entry Hazards**: Chandelure is susceptible to all forms of entry hazards, which includes a weakness to Stealth Rock. It heavily prefers to not use Heavy-Duty Boots, limiting how often it can switch in and out during a match.

**Faster Offensive Threats**: Faster threats such as Chi-Yu, Great Tusk, and Greninja can easily revenge kill Chandelure and heavily limit its primary role as a wallbreaker, forcing it to don a Choice Scarf if it wants to make some sort of progress during a match.

**Priority**: Chandelure is weak to common priority moves such as Aqua Jet, Sucker Punch, and Shadow Sneak, which could prevent it from being able to use a move if it is worn down enough throughout the course of a match.

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QC1 message me with questions if needed and ping me for the okay after implemented
[overview]
**Draft Order**: Round 6 onwards

**Price Range**: 7-8 points

**Overview**: Chandelure will spook your opponent to primarily fulfill an offensive role wallbreaking for your draft. Boasting a gigantic 145 base Special Attack and a near unresisted STAB combination and coverage options, Chandelure can break through even the sturdiest of walls. If needed be, Chandelure can also provide utility for its teammates with access to Will-o-Wisp and Trick to disrupt your opponent. Unfortunately, Chandelure's mediocore Speed means that it requires careful positioning to get onto the field safely. This is emphasised further by Chandelure's low bulk, and Stealth Rock weakness which can often limit it in the offensive role it can fulfil.

I would add a sentence similar to "Chandelure can also be difficult to fit on teams with a plethora of similarly one-dimensional wallbreakers in its price range."

[strategy comments]
Common Roles
========
**Wallbreaker**: Chandelure can don Choice Specs to burn through holes to threats that will cripple them heavily over the course of the match. It is often forced to switch out however after committing to a move as revenge killers can easily switch in and prey on its low bulk and Speed.

**Speed Control**: Chandelure can utilise Choice Scarf to get the jump on faster offensive threats. It can also use Trick to cripple defensive walls on your opponent's team, or Will-o-Wisp to cripple offensive walls that threaten Chandelure and its teammates, to then finish off late-game.

**Setup Sweeper**: Where given the opportunity, Chandelure can utilize Calm Mind to make your opponent's dreams become nightmares. This set requires heavy support from its partners to utilise to maximum efficiency such as Wish and Entry Hazards. For a myriad of reasons Chandelure is never really sweeping however you can mention CM variants in the wallbreaker role.

Common Moves
========
**Primary STAB Moves**: Fire Blast, Overheat, Flamethrower, Burning Jealousy, Shadow Ball, Hex

**Setup Moves**: Calm Mind, Flame Charge

**Utility Moves**: Will-O-Wisp, Taunt, Substitute, Trick, Clear Smog

**Coverage**: Energy Ball, Psychic, Dark Pulse

Niche Moves
========
**Substitute**: Substitute can be useful on Chandelure in matches where it is able to setup more efficiently, and use its STAB combination to clean up late game.

**Fire Spin**: Chandelure can use Fire Spin to provide valuable chip damage, as well as give it the opportunity to setup if positioned correctly.

**Solar Beam**: Explain how Chandelure can use Solar Beam to lure and threaten Water and Rock checks.

Common Items
========
**Choice Scarf**: Chandelure's best item is Choice Scarf to threaten faster offensive threats and ruin hinder defensive checks with Trick.

**Choice Specs**: Chandelure can use Choice Specs to boast its already high Special Attack stat further and heavily cripple break the opposing team with increased ease.

**Heavy-Duty Boots**: Chandelure can use Heavy-Duty Boots to get around its weakness to Stealth Rock and enter the field more frequently throughout the match. This item also allows it to provide utility with access to Will-o-Wisp and Taunt, and deal major damage to burnt foes with Hex.

Niche Items
========
**Leftovers**: Leftovers can be used to give Chandelure some longevity on Substitute and Calm Mind sets to turn it into a late-game cleaner.

**Resistance Berry**: To deal with specific checks, Chandelure can use Resistance Berries to survive a strong super effective move and hit back with one of its powerful STAB attacks.

**Air Balloon**: Chandelure can masquerade fully as a chandelier by donning an Air Balloon to temporarily nullify its Ground weakness, and become immune to Poltergeist when the balloon pops. too niche

Up to you but I would add eject pack to pair with overheat and 100% add Power Herb to pair with Solar Beam.


Tera
========
Chandelure is usually often drafted with the intention of making it your secondary Tera captain to capitalise off its high Special Attack, high-Base Power moves and excellent abilities to synergise with Tera however it is still held back by its Speed and bulk. Tera Grass and Steel are the most common in conjunction with its Flash Fire ability to maintain an immunity to Fire. Tera Fairy can be used to check the plethora of Dark-types in the meta that may otherwise threaten Chandelure. Both Tera Fire and Ghost can be used to boost its existing STAB moves further. Finally, Tera Flying can remove its weakness to Ground and gain a turn either setting up or burning holes through a would-be check. just generally speaking go through and tone this paragraph down as Chandelure is a usable secondary tera but it is not all you have hyped it up to be.

Draft Strategy
========
Chandelure should be drafted if your team lacks offensive pressure on the Special side. While it can threaten a majority of foes with its damage output, Chandelure requires a lot of support from faster partners to provide offensive pressure alongside it, and defensive teammates to take on hits directed at Chandelure.

**Entry Hazard Control**: Chandelure greatly appreciates hazard control, as it prefers to use a Choice-item to provide offense for its team. Rapid Spin users such as Iron Treads and Terapagos are good partners for Chandelure, as they also enjoy Chandelure's immunity to Fighting. Defog users such as Corviknight is also a good partner to consider, as it enjoys Chandelure's immunity to Fire due to its Flash Fire ability, and vice versa Chandelure enjoys Corviknight's immunity to Ground.

**Defensive Partners**: With its low bulk, Chandelure requires partners to be able to take the moves aimed at it to be able to stick around longer in a match, especially if it is Choice-locked. Ting-Lu and Rotom-Wash are great partners, with the former providing entry hazard support and a resistance to Dark-type moves, and the latter having an immunity to Ground and resistance to Water, as well as access to Volt Switch to allow Chandelure to switch in safely.

**Fast Cleaners**: Chandelure is most efficient in its role as a wallbreaker, and requires faster offensive partners to help clean up late-game. Tornadus-T, Roaring Moon and Meowscarada Baxcalibur are good examples to consider for your draft.

Checks and Counters
========
**Dark-types**: Chandelure is threatened by the plethora of Dark-types in the meta. As Chandelure commonly runs Choice-locked items, Dark-types such as Darkrai and Chi-Yu can switch in easily to revenge kill, with the latter foe resisting Chandelure's STAB combination. Dark types don't check it more than any other resist type.

**Special Walls**: Write how Chandelure struggles to break bulkier walls down such as Ting Lu, Primarina, etc.

**Entry Hazards**: Chandelure is susceptible to all forms of entry hazards, which includes a weakness to Stealth Rock. Mention how it heavily prefers not using boots.

**Faster Offensive Threats**: Faster threats such as Chi-Yu, Great Tusk and Greninja can heavily limit Chandelure's primary role as a wallbreaker, forcing it to don a Choice Scarf if it wants to make some sort of progress during match, and it can be easily revenge killed by the aforementioned foes.

**Priority**: Chandelure is weak to common priority moves such as Aqua Jet, Sucker Punch and Shadow Sneak, which could prevent it from being able to use a move if it is worn down enough throughout the course of a match.

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[/QUOTE]
 
[overview]
**Draft Order**: Round 6 onwards

**Price Range**: 7-8 points

**Overview**: Chandelure will spook your opponent to primarily fulfill an offensive role wallbreaking for your draft. Boasting a gigantic 145 base Special Attack and a near unresisted STAB combination and coverage options, Chandelure can break through even the sturdiest of walls if enough progress has been made with little support. If needed be, Chandelure can also provide utility for its teammates with access to Will-o-Wisp and Trick to disrupt your opponent. Unfortunately, Chandelure's mediocore Speed means that it requires careful positioning to get onto the field safely. This is emphasised further by Chandelure's low bulk, and Stealth Rock weakness which often limit it in the offensive role it can fulfil. Finally, Chandelure can also be difficult to fit onto a team, as there are a plethora of similarly one-dimensional wallbreakers in its price range that may also offer resistances and coverage that your team may lack.

isn’t qc so I didn’t edit it but that first sentence reads weird

[strategy comments]
Common Roles
========
**Wallbreaker**: Chandelure can don Choice Specs to burn through holes to threats that will cripple them heavily over the course of the match. It is often forced to switch out however after committing to a move as revenge killers can easily switch in and prey on its low bulk and Speed. If the matchup allows it, Chandelure can utilize Calm Mind instead to threaten your opponent with its powerful STABs and coverage, and turn sweet dreams into spooky nightmares.

**Speed Control**: Chandelure can utilise Choice Scarf to get the jump on faster offensive threats. It can also use Trick to cripple defensive walls on your opponent's team, or Will-o-Wisp to cripple offensive walls that threaten Chandelure and its teammates, to then finish off late-game.

Common Moves
========
**Primary STAB Moves**: Fire Blast, Overheat, Flamethrower, Shadow Ball, Hex niche, explain that it’s with wisp or with tspike support

**Setup Moves**: Calm Mind, Flame Charge

**Utility Moves**: Will-O-Wisp, Taunt, Substitute, Trick, Clear Smog

**Coverage**: Energy Ball, Psychic, Dark Pulse

Niche Moves
========
**Fire Spin**: Chandelure can use Fire Spin to provide valuable chip damage, as well as give it the opportunity to setup if positioned correctly.

Common Items
========
**Choice Scarf**: Chandelure's best item is Choice Scarf to threaten faster offensive threats and hinder defensive checks with Trick. Would reword this as the first role is wallbreaker, seems off that the best role doesn’t use the best item

**Choice Specs**: Chandelure can use Choice Specs to boast its already high Special Attack stat further and break the opposing team with increased ease.

**Heavy-Duty Boots**: Chandelure can use Heavy-Duty Boots to get around its weakness to Stealth Rock and enter the field more frequently throughout the match. This item also allows it to provide utility with access to Will-o-Wisp and Taunt, and deal major damage to burnt foes with Hex. Nothing wrong it s just excessive

Niche Items
========
**Leftovers**: Leftovers can be used to give Chandelure some longevity on Substitute and Calm Mind sets to turn it into a late-game cleaner.

**Resistance Berry**: To deal with specific checks, Chandelure can use Resistance Berries to survive a strong super effective move and hit back with one of its powerful STAB attacks.

**Air Balloon**: Chandelure can masquerade fully as a chandelier by donning an Air Balloon to temporarily nullify its Ground weakness.

**Eject Pack**: If going up against faster threats, Chandelure can use an Eject Pack in conjunction with Overheat to safely switch in a teammate to keep up momentum.

Tera
========
Chandelure is often drafted with the intention of making it your secondary Tera captain. Tera allows Chandelure to bypass common weaknesses to Water, Ground and Dark, and prolong its presence during the game to support its teammates, however it is still held back by its Speed and bulk, which requires immense support from its partners to keep it healthy. Tera Grass and Steel are the most common in conjunction with its Flash Fire ability to maintain an immunity to Fire. Tera Fairy can be used to check the plethora of Dark-types in the meta that may otherwise threaten Chandelure. Both Tera Fire and Ghost can be used to boost its existing STAB moves further. Finally, Tera Flying can remove its weakness to Ground and gain a turn either setting up or burning holes through a would-be check. Too many, I’d write it as STABs and grass/steel. Can mention fairy maybe but flying atp is overkill fs

Draft Strategy
========
Chandelure should be drafted if your team lacks offensive pressure on the Special side. While it can threaten a majority of foes with its damage output, Chandelure requires a lot of support from faster partners to provide offensive pressure alongside it, and defensive teammates to take on hits directed at Chandelure.

**Entry Hazard Control**: Chandelure greatly appreciates hazard control, as it prefers to use a Choice-item to provide offense for its team. Rapid Spin users such as Iron Treads and Terapagos are good partners for Chandelure, as they also enjoy Chandelure's immunity to Fighting. Defog users such as Corviknight is also a good partner to consider, as it enjoys Chandelure's immunity to Fire due to its Flash Fire ability, and vice versa Chandelure enjoys Corviknight's immunity to Ground.

**Defensive Partners**: With its low bulk, Chandelure requires partners to be able to take the moves aimed at it to be able to stick around longer in a match, especially if it is Choice-locked. Ting-Lu and Rotom-Wash are great partners, with the former providing entry hazard support and a resistance to Dark-type moves, and the latter having an immunity to Ground and resistance to Water, as well as access to Volt Switch to allow Chandelure to switch in safely. Would add one more example

**Fast Cleaners**: Chandelure is most efficient in its role as a wallbreaker, and requires faster offensive partners to help clean up late-game. Tornadus-T, Roaring Moon and Meowscarada are good examples to consider for your draft.

Checks and Counters
========
**Special Walls**: Chandelure, despite its high Special Attack, struggles to break down special walls such as Ting-Lu and Primarina if they are kept healthy, and force Chandelure out with their STAB combination. Add one more example

**Entry Hazards**: Chandelure is susceptible to all forms of entry hazards, which includes a weakness to Stealth Rock. It heavily prefers to not use Heavy-Duty Boots, limiting how often it can switch in and out during a match.

**Faster Offensive Threats**: Faster threats such as Chi-Yu, Great Tusk and Greninja can heavily limit Chandelure's primary role as a wallbreaker, forcing it to don a Choice Scarf if it wants to make some sort of progress during match, and it can be easily revenge killed by the aforementioned foes.

**Priority**: Chandelure is weak to common priority moves such as Aqua Jet, Sucker Punch and Shadow Sneak, which could prevent it from being able to use a move if it is worn down enough throughout the course of a match.

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2/2 - rmbr to edit in credits
 
1/1, GP Team done
add remove comment

[overview]
**Draft Order**: Round 6 onwards

**Price Range**: 5-7-8 points

**Overview**: Chandelure will spook your opponent spooks foes to primarily fulfill an offensive wallbreaking role wallbreaking for your draft drafts. Boasting a gigantic 145 base high Special Attack and with a near unresisted near-unresisted STAB type combination and coverage options, Chandelure it can break through even the sturdiest of walls with enough support. If needed be, Chandelure it can also provide utility for its teammates with access to Will-O-Wisp and Trick to disrupt your opponent foes. Unfortunately, Chandelure's mediocore mediocre Speed means that it requires careful positioning to get onto the field safely. This is emphasised emphasized further by Chandelure's it low bulk (RC) and Stealth Rock weakness, (AC) which often limit it in the offensive role it can fulfil. Finally, Chandelure it can also be difficult to fit onto a team, as there are a plethora of similarly one-dimensional wallbreakers in its price range that may also offer resistances and coverage that your team teams may lack.

[strategy comments]
Common Roles
========
**Wallbreaker**: Chandelure can don Choice Specs to burn through holes to threats, (AC) crippling that will cripple them heavily over the course of the a match. i literally couldnt understand what this sentence was trying to say, lmk if i missed the point with the changes It is often forced to switch out however after committing to a move, (AC) however, (AC) as revenge killers can easily switch in and prey on its low bulk and Speed. If the matchup allows it, Chandelure can utilize Calm Mind instead to threaten your opponent foes with its powerful STABs STAB moves and coverage (RC) and turn sweet dreams into spooky nightmares.

**Speed Control**: Chandelure can utilise utilize Choice Scarf to get the jump on faster offensive threats. It can also use Trick to cripple defensive walls on your opponent's team (RC) foes or Will-O-Wisp to cripple burn offensive walls that threaten Chandelure and its teammates, allowing it to then finish off late-game.

Common Moves
========
**Primary STAB Moves**: Fire Blast, Overheat, Flamethrower, Shadow Ball

**Setup Moves**: Calm Mind, Flame Charge

**Utility Moves**: Will-O-Wisp, Taunt, Substitute, Trick, Clear Smog

**Coverage**: Energy Ball, Psychic, Dark Pulse

Niche Moves
========
**Fire Spin**: Chandelure can use Fire Spin to provide valuable chip damage (RC) as well as give it the opportunity to setup set up if positioned correctly.

**Hex**: If Chandelure is supported by teammates having access to with Toxic Spikes or burning the foe burns foes with Will-O-Wisp, Hex is a good option to deal more damage than with Shadow Ball.

Common Items
========
**Choice Scarf**: Chandelure's best item is Choice Scarf to guarantee guarantees heavy damage against the opponent, as well as foes and can hinder defensive checks with Trick if needed be.

**Choice Specs**: Chandelure can use Choice Specs to boast its already high already-high Special Attack stat further and break the opposing team with increased ease.

**Heavy-Duty Boots**: Chandelure can use Heavy-Duty Boots to get around its weakness to Stealth Rock and enter the field more frequently throughout the match.

Niche Items
========
**Leftovers**: Leftovers can be used to give Chandelure some longevity on Substitute and Calm Mind sets to turn it into a late-game cleaner.

**Resistance Berry Berries**: To deal with specific checks, Chandelure can use Resistance Berries to survive a strong super effective move and hit back with one of its own powerful STAB attacks.

**Air Balloon**: Chandelure can masquerade fully as a chandelier by donning an Air Balloon to temporarily nullify its weakness to Ground weakness.

**Eject Pack**: If it is going up against faster threats, Chandelure can use an Eject Pack in conjunction with Overheat to safely switch in to a teammate to keep up momentum.

Tera
========
Chandelure is often drafted with the intention of making it your secondary Tera captain. Tera allows Chandelure it to bypass common weaknesses to Water, Ground, (AC) and Dark (RC) and prolong its presence during the game to support its teammates (RC); (ASC) however, (AC) it is still held back by its Speed and bulk, which requires require immense support from its partners to keep it healthy. Tera Fire and Ghost can be used to boost its existing STABs STAB moves further and fulfil it's its wallbreaking role to greater heights. Tera Grass and Steel are also common to use in conjunction with its Flash Fire ability to maintain an immunity to Fire. Finally, Tera Fairy can be used to check the plethora of Dark-types in the meta that may otherwise threaten Chandelure.

Draft Strategy
========
Chandelure should can be drafted if your team lacks on teams that lack offensive pressure on the special side. While it can threaten a majority of foes with its damage output, Chandelure it requires a lot of support from faster partners to provide offensive pressure alongside it (RC) and defensive teammates to take on hits directed at Chandelure it.

**Entry Hazard Control**: Chandelure greatly appreciates entry hazard control, as it prefers to use a Choice-item Choice item to provide offense for its team. Rapid Spin users such as Iron Treads and Terapagos are good partners for Chandelure it, as they also enjoy Chandelure's its immunity to Fighting. Defog users such as Corviknight is are also a good partner partners to consider, as especially Corviknight; (ASC) it enjoys Chandelure's immunity to Fire due to its Flash Fire ability, and vice versa Chandelure enjoys Corviknight's immunity to Ground.

**Defensive Partners**: With its low bulk, Chandelure requires partners to be able to that can take the moves aimed at it to be able to stick around longer in a match, especially if it is Choice-locked Choice locked. Ting-Lu, Landorus-T, (AC) and Rotom-WashW are great partners to consider. Ting-Lu can provide provides entry hazard support and a resistance to resists Dark-type moves. Meanwhile, Rotom-WashW and Landorus-T have an immunity to Ground (RC) as well as access to pivoting moves, allowing Chandelure to switch in safely.

**Fast Cleaners**: Chandelure is most efficient in its role as a wallbreaker (RC) and requires faster offensive partners to help clean up late-game. Tornadus-T, Roaring Moon, (AC) and Meowscarada are good examples to consider for your draft.

Checks and Counters
========
**Special Walls**: Chandelure, despite Despite its high Special Attack, Chandelure struggles to break down special walls such as Ting-Lu, Primarina, (AC) and Tyranitar if they are kept healthy, and they force Chandelure it out with their STAB type combination.

**Entry Hazards**: Chandelure is susceptible to all forms of entry hazards, which includes a weakness to Stealth Rock. It heavily prefers to not use Heavy-Duty Boots, limiting how often it can switch in and out during a match.

**Faster Offensive Threats**: Faster threats such as Chi-Yu, Great Tusk, (AC) and Greninja can easily revenge kill Chandelure and heavily limit Chandelure's its primary role as a wallbreaker, forcing it to don a Choice Scarf if it wants to make some sort of progress during a match (RC) and it can be easily revenge killed by the aforementioned foes.

**Priority**: Chandelure is weak to common priority moves such as Aqua Jet, Sucker Punch, (AC) and Shadow Sneak, which could prevent it from being able to use a move if it is worn down enough throughout the course of a match.

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