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Pojo's Pokémon Card of the Day


Chandelure #60

Noble Victories

Date Reviewed: Feb. 2, 2012

Ratings & Reviews Summary

Modified: 3.92
Limited: 4.25

Ratings are based on a 1 to 5 scale.
1 being the worst. 
3 ... average.  
5 is the highest rating.

Back to the main COTD Page

Combos With:

Baby Mario
2010 UK National

Chandelure 60/101 (Noble Victories)

They may not be everyone’s cup of tea, but I love the quirky Pokémon we got in Generation V. First there was the ice cream-based Vanilluxe line and now we have . . . Pokémon based on candles and light fittings!

Chandelure was the surprise hit of the recent City Championships. If it hadn’t been so under the radar from the start, I reckon it would have taken Magnezone/Eelektrik’s spot as the most winning deck. So . . . what exactly is it that makes this Pokémon so great?

Well, it’s a Psychic Type Pokémon with a great Weakness (Dark, because Chandelure is a Ghost-Type in the videogame), and the magic 130 HP (meaning that it is safe from Zekrom and Reshiram OHKOs under Trainer Lock). The Retreat cost of two seems a bit much for a floating ghost thing, but to be honest, any less and the card would be over-powered. Let’s take a look at why . . .

The reason is the Ability, Cursed Shadow. This states that, if Chandelure is your active Pokémon, you can place three damage counters on your opponent’s Pokémon in any way you like. There are two thing about this Ability that make it completely brilliant. First of all, there is no restriction on the number of times you can use it, so switching between Chandelures with the help of Dodrio UD’s Retreat Aid PokéPower means you can spread six counters per turn. Secondly, all this spreading comes without using an attack, which is something to bear in mind when playing against it: please don’t go drawing a card to start your turn after a Cursed Shadow (You see a lot of players fall into this trap).

Not having to use Chandelure’s attack in order to put damage on the Field means that the deck can make great use of the Tropical Beach Stadium (if you are lucky enough to have them), especially in the early game. Eerie Glow is pretty good though: it might be expensive at [P][P][C] for 50 damage, but it also inflicts Burn and Confusion, which adds to the damage output and is very disruptive to the opponent, especially considering that Chandleure is almost always played with Vileplume UD, which shuts off the use of Trainers, preventing the opponent from using Switch. With Vileplume also protecting Dodrio from Pokémon Catcher, and Blissey Prime available for healing purposes, it’s possible to keep a couple of Chandelures swapping every turn while locking your opponent and inflicting Status Conditions. No wonder the deck ended up being so good.

Good enough to be viable in future? I think so, yes. Status Conditions are a great weapon against Pokémon-EX and Chandelure has a little tech room in there for something like Cobalion NV which stands up nicely to Mewtwo-EX. It might not be quite as popular for State Championships as it is right now, but expect it to stick around for a while . . . it even gets something nice from the new set to look forward to.


Modified: 4.25 (super annoying and undeniably effective)

Limited: 3.5 (not quite as good without Dodrio, and it’s a Stage 2 but . . . still good)


Hello once again, Pojo viewers! Today we'll review yet another Psychic-type, but this one has seen some success in the Modified scene, and is the Evolution of yesterday's COTD. Today's Card of the Day is Chandelure.

Chandelure is a Stage 2 Psychic Pokemon. Chandelure is one of the more commonly played Psychics in Modified right now, along with the recently-released Mewtwo-EX and the occasional Mew Prime and Gothitelle. 130 HP is just about average for a Stage 2, and hits the "magic number" preventing Reshiram and Zekrom from landing the OHKO. Darkness Weakness also aids in the Mewtwo matchup, as Chandelure can hit Mewtwo for Weakness without Mewtwo hitting for it back (although Mewtwo can still KO fairly easily with X Ball). Like its previous forms, Chandelure has no Resistance, and a Retreat Cost of 2.

Chandelure has an Ability and a single attack. Cursed Shadow allows you to place three damage counters on your opponent's Pokemon in any way you like each turn, provided Chandelure is your Active Pokemon. Free damage is always a great thing, and damage counter placement is especially nice, as it gets past damage reduction and KO'd by damage effects. This Ability is good enough that it has a deck built around it, with Chandelure, Vileplume, Dodrio UD, and Tropical Beach. The basic idea of the deck is to get a Chandelure or two out, Trainer lock with Vileplume, and switch around Chandelures, racking up free damage with Cursed Shadow. The deck has seen some success on the tournament circuit, so it's definitely something to watch out for.

Eerie Glow, Chandelure's form of offense, deals 50 damage for two Psychic and a Colorless, as well as Burning and Confusing the Defending Pokemon. While 50 damage is unspectacular, both automatic Burn and Confusion in the same attack is very nice. Even still, its damage output is a tad weak, although Cursed Shadow can mitigate this somewhat.

Modified: 3.25/5 Chandelure is a solid choice for building a Modified deck. Cursed Shadow is amazing at what it does, easily picking off weakened threats or simply adding more damage to the Defending Pokemon, and while Eerie Glow isn't the strongest attack, it works very well in conjunction with both Cursed Shadow and Vileplume. When combined with Vileplume, Dodrio, and Tropical Beach, Chandelure can make a splash in Modified.

Limited: 4.5/5 Cursed Shadow is absolutely ridiculous in Limited, easily picking off both weakened threats and weak Bench-sitting Basics. Eerie Glow is more than passable here, as Burn and Confusion will really disrupt your opponent. Like many powerful Stage 2s, if you can manage to get Chandelure out, you should win.

Combos With: Vileplume UD, Dodrio UD, Tropical Beach

Mad Mattezhion
 Professor Bathurst League Australia

Chandelure (Noble Victories)

Today is the reason that yesterday's card impressed the review crew. Today is one of my favourites from the new generation, Chandelure. Bonus points to everyone who named their Litwick 'Lumiere'!

So, we have a Psychic type Stage 2 with 130 HP, Dark Weakness, Colourless Resistance, a retreat cost of 2, an Ability and an attack. What immediately jumps out at me is the retreat cost, because although it is fair it does restrict you from abusing the lovely Ability, so one of the most common partners is Dodrio HGSS. Also, the HP isn't anything special so unless you also run Vileplume UD for Item locking you can expect a lot of Pluspower-enhanced legendaries to ruin your fun. At least the Weakness is obscure (although the coming Darkrai could change that) and the Resistance is occasionally helpful but nowhere near as useful as it was last rotation.

Since we can reasonably expect Chandelure to survive long enough to start a fight, now we can get excited about the Ability. Cursed Shadow is an awesome name, and the effect of being able to place 3 damage counters on your opponent's Poke'mon in any way you like once per turn is worthy of the name. An extra cost that keeps this Ability in check is that Chandelure has to be Active to use it, so to deal heavy damage you need to be abe to switch your Chandelure around at will. Either Metagross UL or Dodrio HGSS can lower the retreat cost to 0 so that a second Chandelure can join the fun, and trusty Switch will let you use place even more counters provided you have enough Chandelure set up to go around. With 6 or more damage counters going out each turn before you even attack, you can inflict absolutely brutal punishment on both the Defending Poke'mon and the opposing Bench. As Crobat G proved, an extra 10 damage before you even attack can make a world of difference

However, you aren't going to get any 1HKOs with just Cursed Shadow, and using it multiple times in a turn requires a lot of set up. So as a backup optuon, you have the Eerie Glow attack. For [p][p][c] you deal 50 damage and inflict a Burn as well as Confusion on the Defending Poke'mon.

Normally this is nothing to be used outside of Limited, but the disruption and damage over time can work out well for you if your opponent is terrible at flipping coins. The reason you can get away with it here is that Vileplume UD is a natural partner for Chandelure which shuts down the usual tricks for escaping the annoyance of Special Conditions and the vast majority of currently popular Poke'mon have a retreat cost of 1 or higher. Added to the offensive power of Cursed Shadow, your opponent will have to do a lot of guesswork to figure out if they can survive an incoming attack, and as often as not the KO will occur at the end of your opponent's turn so that you get a free shot at the next Poke'mon.

Of course, Candelure can olny apply this amssive pressure properly if you manage to set up your own side of the field before your opponent. Vileplume UD is invaluable for protecting you from staple cards like Pluspower, Crushing Hammer and Poke'mon Catcher while also ruining your opponent's tempo by blcoking most of their search cards. Some other worthy support Poke'mon include Mismagius UL to give pseudo-energy acceleration, moving your [p] energy from your Benched Chandelure to whichever one is about to do the attacking so you don't have to power up multiple Poke'mon, and Kingdra Prime does a lovely job of supporting the damage counter theme while providing a cheaper attack. Metagross UL is a decent sniper but takes up more deck space than Dodrio, which can theoretically do infinite damage if you get really lucky with the coin flips. Finally, there is the coming Mewtwo Ex, which can benefit from a lot of the same support Poke'mon and provides a big Basic body as well as massive potential damage if your Chandelure swarm isn't performing as hoped,

There are a lot of ways to play Chandelure and I feel we are only just scratching the surface. I look forward to future combinations built around Chandelure!

Modified: 4.25 (Chandelure epitomises strength in numbers, but even alone it has a decent damage output if you can keep it alive)

Limited: 5 (going after the one that got away without even having to sacrifice you attack is awesome, and Special Conditions rock here)

Combos with: Metagross UL, Dodrio HGSS, Vileplume UD

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