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Official artwork of Chandelure

#0609

Chandelure

Gen V

Luring Pokémon

GhostFire

Pokédex entry · Black

It absorbs a spirit, which it then burns. By waving the flames on its arms, it puts its foes into a hypnotic trance.

Height
1 m
Weight
34.3 kg
Base EXP
234
Growth
Medium slow
Catch rate

45/255Medium

Friendship

70/255

Base stats

HP60Attack55Defense90Speed80Sp. Def90Sp. Atk145
HP
60
Attack
55
Defense
90
Speed
80
Sp. Def
90
Sp. Atk★
145

Total 520

High

EV yield +3 Sp. Atk

Real ranges (IV 0–31 · EV 0–252 · nature included)

MinMax
HP120167
Attack54117
Defense85156
Speed76145
Sp. Def85156
Sp. Atk135216
Total555957

About Chandelure

It absorbs the souls of its enemies and burns them until only lifeless bodies remain. The souls consumed by its dark flames lose their way and wander forever, while its arms of fire sway to hypnotize anyone who comes near. It also makes its home in old buildings, especially mansions where its presence becomes linked to a succession of funerals.

Its appearance combines a chandelier with a spectral creature: the glass body, bluish flames and black structure resemble an antique light fitting, but its curved arms and face give it a much less homely air. The Luring Pokémon category fits the way it attracts and subdues its victims.

It occupies the final stage of its evolutionary line. Litwick evolves into Lampent, which reaches its final form when exposed to a Dusk Stone. The change leaves behind the candle-and-lantern silhouette and turns it into a suspended lamp, with a stronger presence and much more dangerous control over its flames.

Combat analysis

×2

Weakness

WaterGroundRockGhostDark
×½

Resistance

FireGrassIcePoisonSteelFairy
×¼

Double resistance

Bug
×0

Immunity

NormalFighting

Chandelure in depth

A lamp with a soul of its own

The design starts with a chandelier, but does not stop at the household object. Its rounded body resembles a glass reservoir, its black arms evoke a wrought-iron frame, and the flames take the place of candles. The image also calls to mind will-o'-the-wisps and the wandering flames found in ghost stories. The possible link to the yōkai chōchin-obake fits that idea: a possessed light fitting that draws in anyone who follows it.

The English name combines «chandelier» and «lure», referring to the lamp and its ability to attract victims. The Japanese シャンデラ is romanized as Chandela and retains the basis of «chandelier», with an additional connection to «candela» or «candelabra». The Luring Pokémon category does not merely describe its appearance. It sums up its hunting method.

The leap from Lampent

The evolution changes a creature that still looks like a walking lantern into a complete, heavy light fitting suspended in the air. Lampent still has a simple silhouette, while its final form adds arms, fire in several places and a structure much closer to an antique parlour chandelier. The use of a Dusk Stone reinforces the spectral side of the transformation.

It debuted in Generation V as Litwick's final evolution. Between its debut and the following generation, it underwent a significant change to its Hidden Ability: it went from Shadow Tag to Infiltrator. In the current games, it retains its three possible Abilities, and it also has a Mega Chandelure among its available forms.

Special Attack over Speed

The key stat in battle is 145 Special Attack. Shadow Ball and Flamethrower make use of its two types and force the opponent to respect both Ghost- and Fire-type damage. Energy Ball broadens its coverage against Water and Ground, two groups that directly threaten the species, while Trick can punish Pokémon that rely on defensive items.

Speed 80 is not disastrous, but it is not enough to rely on against offensive teams. That is why it works best when coming in through a forced switch, a support move or after a teammate has gone down. Flash Fire makes switching into Fire attacks easier and increases the pressure afterwards; Flame Body is useful for bothering contact attackers; Infiltrator is the more useful alternative when the opponent relies on Substitute or screens.

What it cannot ignore

Its 60 HP limits its switch-ins, although its 90 Defenses allow it to take some neutral hits. Its weaknesses to Water, Ground, Rock, Ghost and Dark mean it cannot stay in for long against threats that outspeed it. Entry hazard chip makes the problem worse, because every switch reduces the margin it needs to use Overheat, Shadow Ball or a second coverage move.

Its best teammates are those that remove these hazards and pressure Water-, Ground- and Dark-types. It also appreciates the opponent being burned or weakened: Flame Body and Will-O-Wisp can create that status, and Hex then takes advantage of affected targets. If the opposing team keeps its special defenses intact and has a faster attacker, Chandelure quickly loses the room it needs to attack.

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