Chandelure
Rank #55![]()
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HP
135
Atk
75
Def
110
SpA
165
SpD
110
Spe
100
Total695
Usage Format
Chandelure Abilities
Flash Fire86.6%
Fire-type moves do not work on the Pokemon. Instead, they give the Pokemon the Flash Fire status.
Flame Body3.6%
When the Pokemon is hit by a contact move, the attacker has a 30% chance of being burned.
Infiltrator9.8%
When using its moves, the Pokemon ignores the effects of targets’ Light Screen, Reflect, Aurora Veil, Safeguard, and substitutes.
All Chandelure Forms
| Name | Type | HP | Atk | Def | SpA | SpD | Spe | Total | Wt |
|---|
| 135 | 75 | 110 | 165 | 110 | 100 | 695 | 34.3 | ||
| 135 | 95 | 130 | 195 | 130 | 110 | 795 | 69.6 |
Chandelure Type Effectiveness
Weak to
Resistant to
Immune to
Damaged normally by
Chandelure Moves
| Usage | Move | Type | Category | Power | Acc | PP | Prio | Description |
|---|
| 88.3% | Shadow Ball | 80 | 100 | 16 | 0 | Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| 81.9% | Heat Wave | 95 | 90 | 12 | 0 | Has a 10% chance of burning targets. | ||
| 65.2% | Protect | — | ∞ | 8 | +4 | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | ||
| 40.2% | Trick Room | — | ∞ | 8 | -7 | Gives the entire field the Trick Room status for 5 turns. | ||
| 31.2% | Energy Ball | 90 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| 17% | Flamethrower | 90 | 100 | 16 | 0 | Has a 10% chance of burning the target. | ||
| 11.3% | Calm Mind | — | ∞ | 20 | 0 | Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage. | ||
| 9.8% | Minimize | — | ∞ | 12 | 0 | Boosts the user’s evasiveness by 2 stages. The user gains the Minimized status. | ||
| 7.8% | Overheat | 130 | 90 | 8 | 0 | Lowers the user’s Sp. Atk stat by 2 stages. | ||
| 7.3% | Acid Armor | — | ∞ | 20 | 0 | Boosts the user’s Defense stat by 2 stages. | ||
| — | Hyper Beam | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Solar Beam | 120 | 100 | 12 | 0 | The user gains the Charging status on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition. | ||
| — | Fire Spin | 35 | 85 | 16 | 0 | Gives the target the Bound status. | ||
| — | Psychic | 90 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Night Shade | — | 100 | 16 | 0 | Deals 50 HP of damage. | ||
| — | Double Team | — | ∞ | 16 | 0 | Boosts the user’s evasiveness by 1 stage. | ||
| — | Confuse Ray | — | 100 | 12 | 0 | Confuses the target. | ||
| — | Haze | — | ∞ | 20 | 0 | Eliminates every stat change on the entire field. | ||
| — | Fire Blast | 110 | 85 | 8 | 0 | Has a 10% chance of burning the target. | ||
| — | Rest | — | ∞ | 8 | 0 | Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full. | ||
| — | Substitute | — | ∞ | 12 | 0 | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. | ||
| — | Thief | 60 | 100 | 20 | 0 | If the user is not already holding an item, it steals the target’s held item. | ||
| — | Snore | 50 | 100 | 16 | 0 | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. | ||
| — | Curse | — | ∞ | 12 | 0 | The user loses 1/2 of its max HP to give the target the Cursed status. | ||
| — | Spite | — | 100 | 12 | 0 | Removes 4 PP from the move last used by the target. | ||
| — | Endure | — | ∞ | 12 | +4 | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | ||
| — | Sleep Talk | — | ∞ | 12 | 0 | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | ||
| — | Safeguard | — | ∞ | 20 | 0 | Gives the user’s side the Safeguard status for 5 turns. | ||
| — | Pain Split | — | ∞ | 20 | 0 | The user adds its remaining HP to the target’s remaining HP, then splits the total in half for them to share. | ||
| — | Sunny Day | — | ∞ | 8 | 0 | Summons harsh sunlight for 5 turns. | ||
| — | Psych Up | — | ∞ | 12 | 0 | The user copies the target’s stat changes. | ||
| — | Will-O-Wisp | — | 85 | 16 | 0 | Burns the target. | ||
| — | Memento | — | 100 | 12 | 0 | Lowers the target’s Attack and Sp. Atk stats by 2 stages. The user faints upon using this move. | ||
| — | Facade | 70 | 100 | 20 | 0 | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. | ||
| — | Taunt | — | 100 | 20 | 0 | Gives the target the Taunted status. | ||
| — | Trick | — | 100 | 12 | 0 | The user and the target swap their held items. | ||
| — | Imprison | — | ∞ | 12 | 0 | The user gains the Sealing Off status. | ||
| — | Payback | 50 | 100 | 12 | 0 | This move’s power is doubled if the user attacks after the target. | ||
| — | Flare Blitz | 120 | 100 | 16 | 0 | Has a 10% chance of burning the target. Cures the user of being frozen. The user also takes 1/3 of the damage dealt by this move. | ||
| — | Dark Pulse | 80 | 100 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| — | Giga Impact | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Power Split | — | ∞ | 12 | 0 | The user adds its Attack stat to the target’s Attack stat, then splits the total in half for them to share. It does the same with each of their Sp. Atk stats. | ||
| — | Flame Charge | 50 | 100 | 20 | 0 | Boosts the user’s Speed stat by 1 stage. | ||
| — | Round | 60 | 100 | 16 | 0 | If multiple Pokemon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled. | ||
| — | Clear Smog | 50 | ∞ | 16 | 0 | Removes all stat changes from the target. This move never misses. | ||
| — | Hex | 65 | 100 | 12 | 0 | This move’s power is doubled if the target has a status condition. | ||
| — | Inferno | 100 | 50 | 8 | 0 | Burns the target. | ||
| — | Mystical Fire | 75 | 100 | 12 | 0 | Lowers the target’s Sp. Atk stat by 1 stage. | ||
| — | Skitter Smack | 70 | 90 | 12 | 0 | Lowers the target’s Sp. Atk stat by 1 stage. | ||
| — | Burning Jealousy | 70 | 100 | 8 | 0 | Burns targets if their stats were boosted during the turn this move is used. | ||
| — | Lash Out | 75 | 100 | 8 | 0 | This move’s power is doubled if the user’s stats were lowered during the turn this move is used. | ||
| — | Poltergeist | 110 | 90 | 8 | 0 | This move fails if the target isn’t holding an item. | ||
| — | Trailblaze | 50 | 100 | 20 | 0 | Boosts the user’s Speed stat by 1 stage. | ||
| — | Temper Flare | 75 | 100 | 12 | 0 | This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn. |