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Project UU Next Best Thing Crown Tundra Edition: Week 52: Slowking | Voting Phase

Defensive Protect + Toxic
:ss/toxtricity-low-key:
Toxtricity-Low-Key @ Black Sludge
Ability: Punk Rock
EVs: 52 HP / 212 Def / 68 SpA / 176 Spe
Bold Nature
IVs: 0 Atk
- Toxic
- Protect
- Taunt
- Volt Switch

When you are facing a toxtricity you are forced to assume the worst case scenario, this defensive set aims to take advantage of that and rack maximum chip damage with a toxic that ALWAYS hits, once your facade is over you still have taunt to prevent being turned into set up fodder and a volt switch that allows you to escape toxic immune targets like celesteela and scizor.

With this defensive spread you can take on a +1 gyarados even after rocks (assuming they lack earthquake).
It also has enough speed for max spe, adamant scizor and obviously everything below it (AKA Azu, Crawdaunt, Conk)
 
Voting for Shift Gear + Stored Power, Honestly this one is the most creative as many sets are downgrades from the standard and I feel it can work very nicely.
 
Mixed LO by avarice
because it is linear and quite unexpected in order to avoid being walled by a specialised (I use the British spelling) wall.
 
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Now that the voting phase has ended, its time to announce our winner! Week 15's winner is Shift Gear + Stored Power by Katy! Congratulations and thank you all for participating! Your submission will be added to the Hall of Fame shortly!
This week's Next Best Thing is...

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Week 16: Chandelure
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:xy/chandelure:

Swinging from the chandelier, here comes Chandelure at full (fire) blast! Chandelure's absurd 145 base Special Attack, unresisted STABs, and utility moves such as Trick and Toxic to cripple walls have boosted its popularity in UU. Choice Specs is an incredible wallbreaker, Choice Scarf cleans teams with little effort, and Hex + Taunt destroys stall (unless you are Estarossa and use Umbreon). However, Chandelure has a very disappointing base 80 Speed and is weak to priority like Aqua Jet and Sucker Punch. How will you explore Chandelure's potential?

Banned Sets
:leftovers::heavy-duty-boots::choice-specs::choice-scarf:
(click me)

You have until March 10th to submit your set!​
 
:ss/Chandelure:

Chandelure @ Heavy-Duty Boots
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Flame Charge
- Fire Blast / Flamethrower
- Shadow Ball
- Energy Ball / Psychic

Chandelure's main flaw is its low speed - it's certainly not lacking in power. Flame Charge fixes this issue by increasing speed while still dealing damage. The idea with this set is simple - after switching Chandelure in, use Flame Charge on a predicted switch-in to allow Chandelure to make itself faster than checks that would normally rely on outspeeding Chandelure in order to threaten it. At +1 Speed, Chandelure will outspeed the entire unboosted UU metagame (except +Speed nature Zeraora, which is uncommon currently). Fire Blast/Flamethrower and Shadow Ball STAB attacks hit just about everything in the metagame hard, and the final moveslot can go to either Energy Ball or Psychic depending on what you want to hit harder.
 
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Chandelure @ Heavy-Duty Boots
Ability: Flash Fire
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Toxic
- Hex
- Flamethrower

Not banned fsr, but Taunt + Toxic is great for pressuring stall teams and can win without much effort if there's no Umbreon. Toxic and Hex do the usual wearing down and strong power. Fire Blast has solid strength on its own without Toxic.
 
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:ss/Chandelure:
Chandelure @ Eject Pack
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Shadow Ball
- Psychic
- Fire Blast

Eject pack chandelure. The trick here is to fire off a powerful overheat, dealing major damage to anything not chansey or slowking. This also gives chandelure a free switch into a teammate like Zarude or Zeraora that can deal with them. Other moves are coverage and secondary STAB, with fire blast being another fire option other than overheat
 
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The Demon Lamp

:ss/Chandelure:
Chandelure @ Chesto Berry
Ability: Flame Body
EVs: 248 HP / 124 SpD / 136 Spe
Timid Nature
IVs: 0 Atk
- Acid Armor
- Calm Mind
- Rest
- Hex

Speed is EV'd to be faster than standard Nidoqueen (and Bisharp). Acid Armor + Calm Mind allows you to boost your defenses to basically impenetrable levels, then use Shadow Ball to obliterate everything. Did you know that the only UU mons that resist ghost are Chansey (immune), Grimmsnarl, Moltres-G, Crawdaunt, and Krook? Out of these, only Chansey will end up walling you, so that's the only impossible matchup. Flame Body even punishes direct hitters that try to be cute with Knock Off. Hex over Shadow Ball so you don't get walled by Kommo-o.
 
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Chandelure @ Blunder Policy
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Inferno
- Fire Blast
- Shadow Ball

Inferno + Blunder Policy is a fun combo, inferno by itself is a useless move, due to the fact it misses a lot and is outclassed, but with blunder policy, you would want to miss to get the +2 speed boost, and if you do hit, you get to burn a crucial target such as krookidile, salamence, and azumarill, Fire blast is there as the prefered stab to fire off since its stronger and hits harder than all of the other moves besides overheat, shadow ball is there as the secondary stab to chandelure to catch stuff like slowking, victini, and azumarill, energy ball is there to cover for water types and ground types such as krookidile, Psychic allows it to hit kommo-o for insane damage which otherwise walls this set and other pokemon like terrakion and keldeo which it hits harder than shadow ball. Modest is prefered since at +2 you are outspeeding everything in the meta and you get to hit harder as well.

252 SpA Chandelure Shadow Ball vs. 0 HP / 4 SpD Victini: 284-336 (83.2 - 98.5%) -- guaranteed 2HKO
252+ SpA Chandelure Shadow Ball vs. 0 HP / 4 SpD Victini: 312-368 (91.4 - 107.9%) -- 50% chance to OHKO

252 SpA Chandelure Fire Blast vs. 0 HP / 0 SpD Krookodile: 262-309 (79.1 - 93.3%) -- guaranteed 2HKO
252+ SpA Chandelure Fire Blast vs. 0 HP / 0 SpD Krookodile: 288-339 (87 - 102.4%) -- 18.8% chance to OHKO
 
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Chandelure @ Heavy-Duty Boots
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hex
- Flamethrower
- Calm Mind / Substitute
- Toxic

Usually, Chandelure gets it's Ghost STAB shut down by bulletproof Kommo-o. Chandelure also tends to struggle vs the likes of Umbreon on fatter builds. However, Toxic + Hex enables you to circumvent these, although you need to be behind a sub in order to Toxic Umbreon without Toxic'ing yourself. Calm Mind is the more useful option imo, as you don't see nearly as many Umbreon as you do Kommo-o. Other than Sub/Toxic/Hex, it can function like standard Chandelure, although the lack of power behind Shadow Ball can be annoying in some cases.
 
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reserving dual status spreader

:bw/chandelure:
Chandelure @ Leftovers
Ability: Infiltrator
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Toxic
- Mystical Fire
- Hex

This set capitalizes on the fact that Chandelure can inflict status on a wide range of Pokemon with 2 different ways of inflicting it; Burn and Poison. Chandelure can use Will-O-Wisp on dangerous physical attackers which try to scare out Chandelure to proceed a setup - Toxic is for Pokemon such as Rotom-Heat, Quagsire, and Victini. Hex can hit a plethora of targets after the inflicted status condition and Mystical Fire weakens a lot of common Pokemon in the metagame, which try to use a special boosting move on it, as Mytical Fire also lowers the targets SpA-stat by one stage.

In overall, this set should act as an annyoing set, to inflict as many Pokemon as it can and to cripple a wide variety of Pokemon in the metagame. With Hex + Mystical Fire this Pokemon can be tough to play around, and is able to help its teammates out with these factors.
 
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Custap Memento Chandelure

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Chandelure @ Custap Berry
Ability: Infiltrator
EVs: 32 HP / 252 SpA / 224 Spe
Timid Nature
IVs: 0 Atk
- Endure
- Memento
- Will-O-Wisp / Toxic
- Hex

A mon blessed with Endure, which I decided to pair with Memento to provide a priority self-sacrificial move to provide either momentum for you to switch into a set-up mon freely or nullify an opposition sweep. The 3rd move is a status move to cripple something, and finally Hex to abuse a statused opponent (change this move to something else to suit the team should you so choose; Psychic's a good option here). 224+ Spe outspeeds Nidoqueen. Infiltrator is the choice of ability as there's always one set-up mon that carries Substitute these days, and Memento does not breach a Substitute.
 
Pain Split Chandelure

Chandelure @ Heavy-Duty Boots
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Pain Split
- Fire Blast
- Shadow Ball
- Energy Ball/Taunt


General idea
Here we have a classic offensive Chandelure, but with the addition of Pain Split as a sort of recovery move and a way to circumvent classic SpD walls/tanks.
The best part of Pain Split is the "coverage" it provides because Chandelure already has a middling base HP stat.

The 4th slot is customizable: you can opt for a coverage move (I think that Energy Ball complements the other 2 very well) but Taunt is good to black many status moves including recovery ones.

Team(mates) support
This Chandelure hates revenge killers faster than itself, so some Spe control is necessary.
In return, this Chadelure makes hole into the opposite team.
 
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Toxic + Pain Split Chandelure
:ss/chandelure:
Chandelure @ Leftovers
Ability: Flash Fire
EVs: 200 Def / 132 SpA / 176 Spe
Modest Nature
IVs: 0 Atk
- Toxic
- Substitute
- Pain Split
- Flamethrower

This Chandelure set was made with the express purpose of being infuriating to deal with. Toxic is the status of choice here, as its damage ramps up over time, complementing this set's longevity. Speaking of longevity, that's what Sub and Pain Split are for - Substitute is used to stall out turns of Toxic and block status, and Pain Split is for recovery, so that Chandelure can switch out and then come in to pull off its antics again. Pain Split is also nice for wasting the recovery PP of special walls on stall. Finally, Fire STAB roasts anything immune to Toxic. The evs are for outspeeding Adamant Sciz and so that Amoongus's Foul Play can't break Chandelure's substitute in one hit.
 
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