Helioptile
ElectricNormal
In HPL - Battle Connoisseur
Base stats
HP44
Atk38
Def33
SpA61
SpD43
Spe70
BST289
Abilities
- Primary
- Dry Skin
- Secondary
- Sand Veil
- Hidden
- Solar Power
Singles analysis
What this movepool and ability set qualify for under the Singles on National Dex role checks used by league synergy and the roster builder.
Base 70 Speed sits in the middle tier: neither a natural revenge killer nor a slow pivot.
Pivoting
- Pivot (U-turn / Volt Switch / Flip Turn / Parting Shot / Chilly Reception)
- U-turn, Volt Switch
Recovery
- Rest (near-universal; pairs with Sleep Talk)
- Rest
Setup
- Speed setup (Agility / Rock Polish / Autotomize)
- Agility
Priority
- Priority
- Quick Attack
Status
- Toxic
- Paralysis (Thunder Wave / Glare / Nuzzle)
- Thunder Wave, Glare
Anti-setup
- Phazing (Whirlwind / Roar / Dragon Tail / Circle Throw)
- Dragon Tail
Stallbreak / utility
- Substitute (near-universal)
- Substitute
Screens
- Screens (near-universal movepool)
- Light Screen
Moves — National Dex
63 of 63 moves
| Details | |||||||
|---|---|---|---|---|---|---|---|
| Agility | Psychic | Status | — | — | 30 | Raises the user's Speed by 2. | |
| Ally Switch | Psychic | Status | — | — | 15 | User and ally swap positions; using again can fail. | |
| Attract | Normal | Status | — | 100 | 15 | A target of the opposite gender gets infatuated. | |
| Bulldoze | Ground | Physical | 60 | 100 | 20 | 100% chance lower adjacent Pkmn Speed by 1. | |
| Camouflage | Normal | Status | — | — | 20 | Changes user's type by terrain (default Normal). | |
| Charge | Electric | Status | — | — | 20 | +1 SpD, user's next Electric move 2x power. | |
| Charge Beam | Electric | Special | 50 | 90 | 10 | 70% chance to raise the user's Sp. Atk by 1. | |
| Confide | Normal | Status | — | — | 20 | Lowers the target's Sp. Atk by 1. | |
| Cut | Normal | Physical | 50 | 95 | 30 | No additional effect. | |
| Dark Pulse | Dark | Special | 80 | 100 | 15 | 20% chance to make the target flinch. | |
| Dig | Ground | Physical | 80 | 100 | 10 | Digs underground turn 1, strikes turn 2. | |
| Double Team | Normal | Status | — | — | 15 | Raises the user's evasiveness by 1. | |
| Dragon Rush | Dragon | Physical | 100 | 75 | 10 | 20% chance to make the target flinch. | |
| Dragon Tail | Dragon | Physical | 60 | 90 | 10 | Forces the target to switch to a random ally. | |
| Electric Terrain | Electric | Status | — | — | 10 | 5 turns. Grounded: +Electric power, can't sleep. | |
| Electrify | Electric | Status | — | — | 20 | Changes the target's move to Electric this turn. | |
| Electro Ball | Electric | Special | — | 100 | 10 | More power the faster the user is than the target. | |
| Electroweb | Electric | Special | 55 | 95 | 15 | 100% chance to lower the foe(s) Speed by 1. | |
| Endure | Normal | Status | — | — | 10 | User survives attacks this turn with at least 1 HP. | |
| Facade | Normal | Physical | 70 | 100 | 20 | Power doubles if user is burn/poison/paralyzed. | |
| Flash | Normal | Status | — | 100 | 20 | Lowers the target's accuracy by 1. | |
| Frustration | Normal | Physical | — | 100 | 20 | Max 102 power at minimum Happiness. | |
| Glare | Normal | Status | — | 100 | 30 | Paralyzes the target. | |
| Grass Knot | Grass | Special | — | 100 | 20 | More power the heavier the target. | |
| Hidden Power Water | Water | Special | 60 | 100 | 15 | — |