#0609
Chandelure

Chandelure

Fire Ghost

Abilities

  • Flash Fire Fire-type moves do not work on the Pokémon. Instead, they give the Pokémon the Flash Fire status, which boosts the power of Fire-type moves by 50%.
  • Flame Body When the Pokémon is hit by a contact move, the attacker has a 30% chance of being burned.
  • Infiltrator Hidden When using its moves, the Pokémon ignores the effects of targets' Light Screen, Reflect, Aurora Veil, Safeguard, and substitutes.

Stat Points

HP
60
ATK
55
DEF
90
Sp. Atk
145
Sp. Def
90
SPE
80

Weakness and Resistance

2x ⦿ Super Effective
Water Ground Rock Ghost Dark
1x – Normal
Electric Flying Psychic Dragon
0.5x △ Resists
Fire Grass Ice Poison Steel Fairy
0.25x ▼ Mostly Ineffective
Bug
0x × Immune
Normal Fighting

Learnable Moves (54)

Name Type Category Power PP Description
Acid Armor status - 20 Boosts the user's Defense stat by 2 stages.
Burning Jealousy special 70 8 Burns targets if their stats were boosted during the turn this move is used.
Calm Mind status - 20 Boosts the user's Sp. Atk and Sp.Def statsby 1 stage.
Clear Smog special 50 16 Removes all stat changes from the target. This move never misses.
Confuse Ray status - 12 Confuses the target.
Curse status - 12 Lowers the user's Speed stat by 1 stage and boosts its Attack and Defense stats by 1 stage.
Dark Pulse special 80 16 Has a 20% chance of making the target flinch.
Double Team status - 16 Boosts the user's evasiveness by 1 stage.
Endure status - 12 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.
Energy Ball special 90 l Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Facade physical 70 20 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.
Fire Blast special 110 8 Has a 10% chance of burning the target.
Fire Spin special 35 16 Gives the target the Bound status, where the Pokémon takes 1/8 damage of its max HP at the end of every turn and it cannot switch out.
Flame Charge physical 50 20 Boosts the user's Speed stat by 1 stage.
Flamethrower special 90 16 Has a 10% chance of burning the target.
Flare Blitz physical 120 16 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.
Giga Impact physical 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Haze status - 20 Eliminates every stat change on the entire field.
Heat Wave special 95 12 Has a 10% chance of burning targets.
Hex special 65 12 This move's power is doubled ifthe target has a status condition.
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Imprison status - 12 The user gains the Sealing Off status, where any moves known by the Pokémon that caused this status cannot be used by its opponents.
Inferno special 100 8 Burns the target.
Lash Out physical 75 8 This move's power is doubled if the user's stats were lowered during the turn this move is used.
Memento status - 12 Lowers the target's Attack and Sp. Atk stats by 2 stages. The user faints upon using this move.
Minimize status - 12 Boosts the user's evasiveness by 2 stages. The user gains the Minimized status, where moves such as Supercell Slam, Body Slam, Dragon Rush, Flying Press, Heat Crash, and Heavy Slam will not miss the Pokémon and will deal double damage.
Mystical Fire special 75 12 Lowers the target's Sp. Atk stat by 1 stage.
Night Shade special - 16 Deals 50 HP of damage.
Overheat special 130 8 Lowers the user's Sp. Atk stat by 2 stages.
Pain Split status - 20 The user adds its remaining HP to the target's remaining HP, then splits the total in half for them to share.
Payback physical 50 12 This move's power is double if the user attacks after the target.
Poltergeist physical 110 8 This move fails if the target isn't holding an item
Power Split status - 12 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.
Protect status - 8 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.
Psych Up status - 12 The user copies the target's stat changes.
Psychic special 90 12 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Rest status - 8 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.
Round special 60 16 If multiple Pokémon 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.
Safeguard status - 20 Gives the user's side the Safeguard status for 5 turns, where the Pokémon is immune to status conditions and cannot become confused.
Shadow Ball special 80 16 Has a 20% chance of lowering the target's Sp. Def stat by 1 stage.
Skitter Smack physical 70 12 Lowers the target's Sp. Atk stat by 1 stage.
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Solar Beam special 120 12 The user gains the Charging status, where the Pokémon spends 1 turn charging before using a move, 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.
Spite status - 12 Removes 4 PP from the move last used by the target.
Substitute status - 12 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.
Sunny Day status - 8 Summons harsh sunlight for 5 turns.
Taunt status - 20 Gives the target the Taunted status, where the Pokémon can only use attacks.
Temper Flare physical 75 12 This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
Thief physical 60 20 If the user is not already holding an item, it steals the target's held item.
Trailblaze physical 50 20 Boosts the user's Speed stat by 1 stage.
Trick status - 12 The user and the target swap their held items.
Trick Room status - 8 Gives the entire field the Trick Room status, where Pokémon with lower Speed stats move first, for 5 turns.
Will-O-Wisp status - 16 Burns the target.