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Pojo's Pokémon Card of the Day
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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
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Combos With:
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Baby Mario
2010 UK
National
Seniors
Champion |
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.
Rating
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)
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virusyosh |
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
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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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