Chandelure (QC 2/3)

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chand is one of my favorite pokemons <3

[Overview]

-CHEEEEEEEEEEEEEEEEEEEERRRRRRRRRRRRRRRRRRR!!!
-super very strong special attack
-great typing (kinda)
-fucks up trick room
-checks commons
-dies to sand/rain
-solid mon
-BARN ALL 9(O++O)9 ~~~~~~3 fwoosh!!!!!!!!

[SET]
name: BARN ALL (Offensive Trick Room)
move 1: Heat Wave / Overheat
move 2: Shadow Ball
move 3: Trick Room
move 4: Protect
item: Focus Sash / Fire Gem
ability: Flash Fire
nature: Quiet / Modest
evs: 240 HP / 252 SpA / 12 Def / 4 SpD
ivs: 0 Spe

[SET COMMENTS]

-barns hot barns bright
-great for teams capable of using trick room but not reliant on it
-sash is mainly to help tr get up, probs dont need to rely on it for attackin
-fire gem overheat fucks alla yo shit up; ohkos kyurem and anythin around that kinda bulk, and does more to neutral mons than shadow ball does. dont bother using it with heat wave tho
-shadow ball fucks up cress and does nice damage overall
-modest for semi tr, quiet for full trick room. you could run modest in full tr in case you want a few fast mons for outside trick room though

-lemmie just take the opportunity to say that if you have never tried to build a semi trick room team i highly recommend you do so asap. its really hard to strike the balance but it is oh so worth it because its really fun and unpredictable if you get it right. chand is the perfect mon to do this and its part of the reason its my 3rd fave mon!!!!!!!!

-im going to restate this: sash is there for trick room only so you can tr in the face of terrak or something. chand's trick rooms have the opportunity to be game changing if you learn to use them right. in full trick room, its going to be dying to surf/eq so might as well take advantage of fake out you know what im saying

[ADDITIONAL COMMENTS]

-modest is for outspeeding things outside of trick room
-ghost gem
-attacking moves in third slot

-main evs: hp evs are mostly to avoid putting them in speed. 240 hp makes sand hurt less and the rest are put into defenses.
-speed evs for modest; 44 is the minimum to overtake cress. run more if you feel like it though that may come back to haunt you in trick room
-slower speed for modest; 8 speed ivs underspeeds base 70's and still outspeeds stuff like jellicent and scrafty (scrafty dies to gemmed overheat js)

-fake out, follow me (specifically scrafty and amoonguss)
-tr abusers
-pokes that dont like tr but like chand to reverse it
-abomasnow

[SET]
name: Choice Scarf
move 1: Heat Wave
move 2: Shadow Ball
move 3: Hidden Power Ice / Energy Ball
move 4: Overheat / Trick
item: Choice Scarf
ability: Flash Fire
nature: Timid / Modest
evs: 4 HP / 252 SpA / 252 Spe

[SET COMMENTS]

-FLASH FIRE!!!!!!!
-destroys stuff
-trick to cripple stuff, overheat to BARN ALL
-overheat isnt as strong without fgem backing it but is still very strength
-hp ice for chomp and landog
-energy ball is the stupidest shit ever but hits water types for okay damage, notably gastrodon
-heat wave for strong spread damg
-shadow ball still fucks up cress but fucks up latios more goodly as well
-shadow ball+energy ball=baller set

[ADDITIONAL COMMENTS]

-modest for power, outspeeds weavile and ties with skymin, timid outspeeds skymin and base 80's under tailwind

-sableye for sunny day/wow flash fire activation
-hh mons
-wide guard (hitmontop)

[Other Options]

-hp rock/ground
-solarbeam
-flamethrower/fire blast
-wow
-flame charge
-pain split
-imprison
-substitute
-specs
-life orb
-bulky evs/nature; calm/sassy 240 hp / 44 spa / 224 spD lives draco meteors and other chand shadow balls while also still being powerful with fgem overheat/shadow ball

[Checks and Counters]

-ttar
-landog
-politoed
-heatran
-scrafty
-hydreigon
-waters in general
-eq-ers in general
-mantine (forreal chand cant touch this shit apparently and it has fuckin wide guard) and swampert, though it has to watch out for energy ball

[Unreleased]

-loss of flash fire is sad but now chand can more reliably kill stuff especially with choiced sets also its broke objectively

[Overview]

<p>Chandelure is a bit of an oddball in Doubles; it's not particularly fast or bulky, which are two important traits to stand out. However, its saving graces come from its astounding base 145 Special Attack and access to the rather exclusive Trick Room, as well as an immunity to Fake Out, which helps its setup, which adds up to an odd yet effective combination of offense and support. However, it does suffer from common weaknesses from moves such as Earthquake, Rock Slide and Scald, as well as the ambiguity of Tyranitar, which can defeat Chandelure with its hands tied behind its back thanks to Sand Stream and its resistance to Chandelure's STABs. Even if it does suffer from common weaknesses, not many Pokemon can hold a candle to Chandelure as it still manages to carve out a niche as one of the most effective offensive Trick Room users in the game.</p>

[SET]
name: BARN ALL (Offensive Trick Room)
move 1: Heat Wave / Overheat
move 2: Shadow Ball
move 3: Trick Room
move 4: Protect
item: Focus Sash / Fire Gem
ability: Flash Fire
nature: Quiet
evs: 240 HP / 252 SpA / 16 Def
ivs: 0 Spe

[SET COMMENTS]

<p>Chandelure doesn't have much use for coverage moves, which serves this set perfectly as it allows Chandelure to make room for Trick Room and the ever-useful Protect while still hitting common Pokemon such as Cresselia and Scizor for super-effective damage. Heat Wave, while pitifully weak when used by Pokemon such as Hydreigon and Salamence due to the spread damage reduction lowering its Base Power to 75, receives a STAB boost, which allows it to deal respectable damage to two Pokemon at once. Shadow Ball as powerful in terms of net damage, but is still more accurate, slightly more powerful, and is capable of 2HKOing Cresselia. Focus Sash is there to set up Trick Room more consistently, especially when considering Chandelure's rather common weaknesses, and while it doesn't offer any offensive boost, Chandelure has high enough Special Attack to deal consistent damage without a boost. If you really want some firepower though, look no farther than a Fire Gem-boosted Overheat. Thanks to a Gem boost, Overheat is now capable of OHKOing even the bulkiest of Thundurus and if you can manage to back it with a Helping Hand boost as well, you're OHKOing specially defensive Musharna, Togekiss, and even 4/0 Garchomp. Fire Gem doesn't net any special KO's with Heat Wave however, so when using Heat Wave, it's best to stick with Focus Sash.</p>

[ADDITIONAL COMMENTS]

<p>Flame Body might be appealing to burn Tyranitar and the like, but it's important to remember that such Pokemon can just as easily use Rock Slide or other non-contact moves. This renders Flame Body useless most of the time, making Flash Fire's immunity and potential power boost more worthwhile. If you're using Chandelure for anti-Trick Room, you may want to consider Imprison over Protect or Shadow Ball, which is the most consistent anti-Trick Room method out there, albeit highly centralized and possibly useless against any team that doesn't rely on Trick Room.</p>

<p>The main EVs are distributed mainly in HP and Special Attack mainly because Chandelure doesn't have much to do with the remainder 252 EVs. 240 HP minimizes sandstorm and hail damage while the remainder are dumped into Defense. If you're worried about Genesect getting a free Special Attack boost against Chandelure, you can allocate the Defense EVs into Special Defense, though you'll have to decide what kind of attack you're most scared of; a +1 U-Turn or a +1 special attack. Chandelure's Speed is minimized to take full advantage of Trick Room, though if you're building a semi Trick Room team, you can afford to make your Chandelure faster. Modest and 44 Speed EVs is the minimum to overtake Cresselia and tie with Rotom-W, which is useful to deliver the final blow or deal nice chunk damage, or you can run Modest with 8 Speed IVs, which outspeeds neutral Speed base 60's such as Scizor and Scrafty and underspeeds neutral Speed base 70's such as Metagross as well as other Trick Room Chandelure that opt for a Quiet nature. Outspeeding these Pokemon outside of Trick Room is especially important if you're using Fire Gem Overheat, as many Pokemon around the base 60 Speed region are in danger of being OHKOed or 2HKOed by either Overheat or Shadow Ball.</p>

<p>As always, in order to set up Trick Room, you need support in the form of Fake Out or Follow Me. Amoonguss and Hariyama are two prime examples, as they not only apply pressure under Trick Room, but they also are capable of patching up Chandelure's weaknesses with their opportune typing or Wide Guard. Scrafty and Hitmontop aren't as offensive as Hariyama, but they sport Intimidate and better overall bulk, which helps to take down Tyranitar. Other Pokemon that can make use of the twisted dimensions are obviously great partners for Trick Room Chandelure. Abomasnow may strip Chandelure of its Focus Sash, but offers great offensive synergy with Blizzard and can bait Fire-type moves, allowing Chandelure to grab a free Flash Fire boost. Snow Warning also removes Drizzle's effect, making Abomasnow a nice anti-rain Pokemon to use alongside Chandelure.</p>

[SET]
name: Choice Scarf
move 1: Heat Wave / Overheat
move 2: Shadow Ball
move 3: Hidden Power Ice / Energy Ball
move 4: Overheat / Trick
item: Choice Scarf
ability: Flash Fire
nature: Timid / Modest
evs: 4 HP / 252 SpA / 252 Spe

[SET COMMENTS]

<p>This set goes in the complete opposite direction of the Trick Room set as it aims to outspeed them with Choice Scarf rather than underspeed them with Trick Room. This set excels at taking down Pokemon such as Latios, Garchomp, Shaymin-S, </p>

[ADDITIONAL COMMENTS]

<p></p>

<p></p>

[Other Options]

<p></p>

<p></p>

[Checks and Counters]

<p></p>

[Unreleased]

<p></p>
 
Last edited:
· idgi, why would you have an offensive Trick Room setter with 252 Spe? Change to Quiet +

· 3rd set goes to OO pls; too situational.

· Change the item on Trick Room utility to Fire Gem only; 252 HP makes it surprisingly bulky.

· Change the set name to Offensive Trick Room

· Put some more comments about EV spreads, alternate spreads, and alternate moves in Addition Comments; it's not only for Team Options.

· Mantine - get that shit out

· Mention in Overview that it can act well both against Trick Room and in Trick Room.

will comment more later :]
 
sash is definitely not going anywhere; the safe tr it provides is waaaayyyy too useful. i agree about 3rd set; people wanted it but i don't like it myself. ill give it an ac mention on the tr set. added a lot of evs in said set omg!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

mantine is super cute so you gtfo >:L jk though i might replace it with pert. idk i just feel like wide guard should be mentioned
 
checks and counters needs Terrakion and Darkrai since both murder the fuc out of chandy, also Toxicroak and Hitmontop as iffy checks since they can use supunch and KO if its weakened.
 
Overview

  • "-checks commons" <--- Does this mean common threats?
  • I'd go into some more detail in terms of weaknesses & resistances provided by its typing; for example, Fire- and Fighting-type immunities, Ice- and Bug-type resistances, but Water, Rock, and Ground weaknesses, etc
"BARN ALL" Set
  • Add IVs = 0 Spe
  • I'm also not sure what Modest nature hopes to achieve, its a Trick Room setter with only 80 base speed, you'll need as little speed as possible to make the most under Trick Room; while it will be run on semi-TR teams, it is the Trick Room setter, so it is best used with minimum speed (imo at least). I'd save Modest nature for AC only, and not give it a slash.
"BARN ALL" Set Comments
  • Focus Sash Heat Wave > Fire Gem Heat Wave :p
  • Guys, Focus Sash is like the BEST Chandelure item, just because Chandelure is going to be a common lead (sorta like Sash Breloom); I've literally used it on Sand teams with a Trick Room mode, and didn't usually have issues with Sand breaking my Sash; it was very important against things like LO Excadrill and such
  • That said, Mental Herb is probably worth a slash (in between Gem & Sash imo), just to reliably make use of Trick Room in those cases when its needed
"BARN ALL" Additional Comments
  • I honestly think Imprison + Trick Room should go to OO, just because that particular set tends to play a lot more defensively vs the standard TR Chandy's offensive build.
  • When it comes to teammates, LO Iron Fist Conkeldurr is a very nice choice for one, especially in semi-TR. Conkeldurr can take out threatening pokes like Excadrill with priority Mach Punch, and is just a terror to face under TR, but at the same time, it functions outside of TR too, thanks to Drain Punch and its nice 105/95/65 bulk. Plus we all know how potent Fighting & Ghost coverage can be. So I think it should specifically be mentioned
"Choice Scarf" Additional Comments
  • Sableye doesn't go together with Chandelure extremely well (priority WoW to activate Flash Fire is nice tho), I would opt for Sunny Day support in general
Other Options
  • Good job. Nothing to add, really.
Checks & Counters
  • note that Water-types and EQers won't enjoy Energy Ball off of the Scarf set
Unreleased
  • Shadow Tag is going to be banned on it at least, 'nuff said (you'd argue switching is less effective, but it is still a big part of Doubles regardless)

Anyway, like Mizuhime said, everything is more or less covered here, and things look ok (hopefully they'll be more comprehensive after the write-up :p), so:

161530.jpg

QC APPROVAL 2/3
 
im keeping modest because it lets chand outspeed junk like metagross outside of trick room, which makes it useful for semi trick room. mental herb is kinda dumb but worth an oo mention i guess. moving imprison down to oo; just had it up there in case you guys thought it was good for some reason

my to do list:

1. smog article
2. landog
3. chand

so ill get on this as soon as i get my other things done!!
 
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