I think I'm going to vote for TPO3's Flame Charge set. It doesn't call for much support (packing a fighting type, some hazards... because that's uncommon), and if you can bring it in on something that can't hurt it too much (Ambipom, Heracross on STAB, Mienshao, bulky Slowbro, notable others) or just let something die, you're looking at a seriously powerful threat.
I, personally, am not a huge fan of bulky Lure because it can't actually switch in on pretty much anything that isn't choice-locked into a NVE move, so it kind of relies on dancing around and letting the rest of your team take hits. It's also too slow to rest up on any serious offensive threats, and is about equal to deadweight in the end game. Sure, it's not getting killed by Abomasnow or Escavalier (because Escavalier is common) any time soon, but even Victini and Heracross (listed as things that can be switched in to) are able to outspeed and 2HKO (OHKO for Heracross) with moves that are on their standard sets. I don't see it switching in on anything that isn't Choice-Locked if you're playing a decent opponent, unless the surprise factor of a Chandelure with 252 HP EVs and a little less speed is too much of a surprise factor for your opponent to handle. Plus, if you CAN in fact safely switch it in on something that's choice locked by knowing what move they have, in fact, chosen, it means that something just died. I'm personally not a believer that having something die so you can shoot off an unexpected Will-O-Wisp is quite worth it. Tangent- I actually said in the flame charge recommendation that you basically need to be able to do the same thing- however, I think being able to speed up and proceed to outspeed and sweep most of the tier is a better result than firing off one attack or a will-o and then dying or having to switch out and repeat. I know I'm being a bit over-critical and there are more windows for it, but I don't think the secondary fire typing and the base 60 HP are really great perks for a spinblocker when the best (and most common) spinner is a special-attacking water type.
I, personally, am not a huge fan of bulky Lure because it can't actually switch in on pretty much anything that isn't choice-locked into a NVE move, so it kind of relies on dancing around and letting the rest of your team take hits. It's also too slow to rest up on any serious offensive threats, and is about equal to deadweight in the end game. Sure, it's not getting killed by Abomasnow or Escavalier (because Escavalier is common) any time soon, but even Victini and Heracross (listed as things that can be switched in to) are able to outspeed and 2HKO (OHKO for Heracross) with moves that are on their standard sets. I don't see it switching in on anything that isn't Choice-Locked if you're playing a decent opponent, unless the surprise factor of a Chandelure with 252 HP EVs and a little less speed is too much of a surprise factor for your opponent to handle. Plus, if you CAN in fact safely switch it in on something that's choice locked by knowing what move they have, in fact, chosen, it means that something just died. I'm personally not a believer that having something die so you can shoot off an unexpected Will-O-Wisp is quite worth it. Tangent- I actually said in the flame charge recommendation that you basically need to be able to do the same thing- however, I think being able to speed up and proceed to outspeed and sweep most of the tier is a better result than firing off one attack or a will-o and then dying or having to switch out and repeat. I know I'm being a bit over-critical and there are more windows for it, but I don't think the secondary fire typing and the base 60 HP are really great perks for a spinblocker when the best (and most common) spinner is a special-attacking water type.