Mega Chandelure

Mega Chandelure

GhostFire

HP
135
Atk
95
Def
130
SpA
195
SpD
130
Spe
110
Total795

Usage Format

Mega Chandelure Abilities

All Chandelure Forms

Name Type HP Atk Def SpA SpD Spe Total Wt
ChandelureChandelureGhostFire1357511016511010069534.3
Mega ChandelureMega Chandelure
GhostFire1359513019513011079569.6

Mega Chandelure Type Effectiveness

Weak to

GroundRockGhostWaterDark

Resistant to

Poison½×Steel½×Fire½×Grass½×Ice½×Fairy½×Bug¼×

Immune to

NormalFighting

Damaged normally by

FlyingElectricPsychicDragon

Mega Chandelure Moves

Usage Move Type Category Power Acc PP Prio Description
88.3%Shadow BallGhostSpecial80100160Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage.
81.9%Heat WaveFireSpecial9590120Has a 10% chance of burning targets.
65.2%ProtectNormalStatus8+4The 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 RoomPsychicStatus8-7Gives the entire field the Trick Room status for 5 turns.
31.2%Energy BallGrassSpecial90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
17%FlamethrowerFireSpecial90100160Has a 10% chance of burning the target.
11.3%Calm MindPsychicStatus200Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage.
9.8%MinimizeNormalStatus120Boosts the user’s evasiveness by 2 stages. The user gains the Minimized status.
7.8%OverheatFireSpecial1309080Lowers the user’s Sp. Atk stat by 2 stages.
7.3%Acid ArmorPoisonStatus200Boosts the user’s Defense stat by 2 stages.
Hyper BeamNormalSpecial1509080The user gains the Recharging status on the turn after this move is used.
Solar BeamGrassSpecial120100120The 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 SpinFireSpecial3585160Gives the target the Bound status.
PsychicPsychicSpecial90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Night ShadeGhostSpecial100160Deals 50 HP of damage.
Double TeamNormalStatus160Boosts the user’s evasiveness by 1 stage.
Confuse RayGhostStatus100120Confuses the target.
HazeIceStatus200Eliminates every stat change on the entire field.
Fire BlastFireSpecial1108580Has a 10% chance of burning the target.
RestPsychicStatus80Fully 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.
SubstituteNormalStatus120The 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.
ThiefDarkPhysical60100200If the user is not already holding an item, it steals the target’s held item.
SnoreNormalSpecial50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
CurseGhostStatus120The user loses 1/2 of its max HP to give the target the Cursed status.
SpiteGhostStatus100120Removes 4 PP from the move last used by the target.
EndureNormalStatus12+4During 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 TalkNormalStatus120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
SafeguardNormalStatus200Gives the user’s side the Safeguard status for 5 turns.
Pain SplitNormalStatus200The user adds its remaining HP to the target’s remaining HP, then splits the total in half for them to share.
Sunny DayFireStatus80Summons harsh sunlight for 5 turns.
Psych UpNormalStatus120The user copies the target’s stat changes.
Will-O-WispFireStatus85160Burns the target.
MementoDarkStatus100120Lowers the target’s Attack and Sp. Atk stats by 2 stages. The user faints upon using this move.
FacadeNormalPhysical70100200This 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.
TauntDarkStatus100200Gives the target the Taunted status.
TrickPsychicStatus100120The user and the target swap their held items.
ImprisonPsychicStatus120The user gains the Sealing Off status.
PaybackDarkPhysical50100120This move’s power is doubled if the user attacks after the target.
Flare BlitzFirePhysical120100160Has 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 PulseDarkSpecial80100160Has a 20% chance of making the target flinch.
Giga ImpactNormalPhysical1509080The user gains the Recharging status on the turn after this move is used.
Power SplitPsychicStatus120The 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 ChargeFirePhysical50100200Boosts the user’s Speed stat by 1 stage.
RoundNormalSpecial60100160If 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 SmogPoisonSpecial50160Removes all stat changes from the target. This move never misses.
HexGhostSpecial65100120This move’s power is doubled if the target has a status condition.
InfernoFireSpecial1005080Burns the target.
Mystical FireFireSpecial75100120Lowers the target’s Sp. Atk stat by 1 stage.
Skitter SmackBugPhysical7090120Lowers the target’s Sp. Atk stat by 1 stage.
Burning JealousyFireSpecial7010080Burns targets if their stats were boosted during the turn this move is used.
Lash OutDarkPhysical7510080This move’s power is doubled if the user’s stats were lowered during the turn this move is used.
PoltergeistGhostPhysical1109080This move fails if the target isn’t holding an item.
TrailblazeGrassPhysical50100200Boosts the user’s Speed stat by 1 stage.
Temper FlareFirePhysical75100120This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.