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Helioptile Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Helioptile is an Electric/Normal type creature first seen in Generation 6. It charges itself by bathing in the light of the sun, providing it with enough energy that it doesn't need to eat. This creature is known to inhabit various regions and has captured the fascination of many trainers. Its unique characteristics make it a favorite among fans. Throughout various battles, it has proven its worth and capabilities. Its interaction with other creatures and its environment remains a topic of study for many Pokémon researchers. Trainers often seek this creature for its unique abilities and potential in battles. Evolution plays a crucial role in its lifecycle, leading to significant changes in its power and appearance. These creatures have been part of numerous tales, legends, and battles that resonate across the Pokémon world. Their role in shaping the dynamics of battles, especially in Pokémon tournaments, is undeniable.

Helioptile #0694
Generator Pokémon
Pokemon Profile
Pokédex Data
National No. #0694
Type electric normal
Species Generator Pokémon
Height 0.5 m (1'72")
Weight 6.0 kg (13.2 lbs)
Abilities Dry skin,Sand veil,Solar power
Color Yellow
Introduced in Generation 6
Egg Group monster, dragon
Shiny
Pokemon Profile

Base Stats

Hp 44 16%
Attack 38 14%
Defense 33 12%
Sp. Atk 61 22%
Sp. Def 43 15%
Speed 70 25%
Total 289
Evolution
Pokemon 1
#0694
Helioptile
Pokemon 1
#0695
Heliolisk

Type Effectiveness

Damaged normally by:
Weak to:
Immune to:
Resistant to:

Moves Learned by Level Up

Helioptile learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
1 Pound The target is physically pounded with a long tail, a foreleg, or the like. Physical Normal 40 100 35
22 Razor Wind A two-turn attack. Blades of wind hit opposing Pokémon on the second turn. Critical hits land more easily. Special Normal 80 100 10
1 Tail Whip The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stat. Status Normal 0 100 30
6 Thunder Shock A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis. Special Electric 40 100 30
49 Thunderbolt A strong electric blast crashes down on the target. This may also leave the target with paralysis. Special Electric 90 100 15
31 Thunder Wave The user launches a weak jolt of electricity that paralyzes the target. Status Electric 0 90 20
17 Quick Attack The user lunges at the target at a speed that makes it almost invisible. This move always goes first. Physical Normal 40 100 30
13 Mud Slap The user hurls mud in the target’s face to inflict damage and lower its accuracy. Special Ground 20 100 10
11 Charge The user boosts the power of the Electric move it uses on the next turn. This also raises the user’s Sp. Def stat. Status Electric 0 0 20
40 Volt Switch After making its attack, the user rushes back to switch places with a party Pokémon in waiting. Special Electric 70 100 20
35 Bulldoze The user strikes everything around it by stomping down on the ground. This lowers the Speed stat of those hit. Physical Ground 60 100 20
25 Parabolic Charge The user attacks everything around it. The user’s HP is restored by half the damage taken by those hit. Special Electric 65 100 20
45 Electrify If the target is electrified before it uses a move during that turn, the target’s move becomes Electric type. Status Electric 0 0 20

Moves Learned through Breeding (Egg Moves)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Agility The user relaxes and lightens its body to move faster. This sharply raises the Speed stat. Status Psychic 0 0 30
0 Glare The user intimidates the target with the pattern on its belly to cause paralysis. Status Normal 0 100 30
0 Camouflage The user’s type is changed depending on its environment, such as at water’s edge, in grass, or in a cave. Status Normal 0 0 20
0 Dragon Rush The user tackles the target while exhibiting overwhelming menace. This may also make the target flinch. Physical Dragon 100 75 10
0 Electric Terrain The user electrifies the ground under everyone’s feet for five turns. Pokémon on the ground no longer fall asleep. Status Electric 0 0 10

Helioptile Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Cut The target is cut with a scythe or claw. This can also be used to cut down thin trees. Physical Normal 50 95 30
0 Surf The user attacks everything around it by swamping its surroundings with a giant wave. This can also be used for crossing water. Special Water 90 100 15
0 Thunder A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. Special Electric 110 70 10
0 Dig The user burrows, then attacks on the next turn. It can also be used to exit dungeons. Physical Ground 80 100 10
0 Toxic A move that leaves the target badly poisoned. Its poison damage worsens every turn. Status Poison 0 90 10
0 Double Team By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. Status Normal 0 0 15
0 Light Screen A wondrous wall of light is put up to reduce damage from special attacks for five turns. Status Psychic 0 0 30
0 Swift Star-shaped rays are shot at the opposing Pokémon. This attack never misses. Special Normal 60 0 20
0 Flash The user flashes a bright light that cuts the target’s accuracy. Status Normal 0 100 20
0 Rest The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. Status Psychic 0 0 10
0 Rock Slide Large boulders are hurled at the opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch. Physical Rock 75 90 10
0 Substitute The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. Status Normal 0 0 10
0 Protect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Sandstorm A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types. Status Rock 0 0 10
0 Endure The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Swagger The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat. Status Normal 0 85 15
0 Attract If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. Status Normal 0 100 15
0 Sleep Talk While it is asleep, the user randomly uses one of the moves it knows. Status Normal 0 0 10
0 Return A full-power attack that grows more powerful the more the user likes its Trainer. Physical Normal 0 100 20
0 Frustration A full-power attack that grows more powerful the less the user likes its Trainer. Physical Normal 0 100 20
0 Hidden Power A unique attack that varies in type depending on the Pokémon using it. Special Normal 60 100 15
0 Rain Dance The user summons a heavy rain that falls for five turns, powering up Water-type moves. Status Water 0 0 5
0 Psych Up The user hypnotizes itself into copying any stat change made by the target. Status Normal 0 0 10
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
0 Secret Power The user attacks the target with a secret power. Its additional effects vary depending on the user’s environment. Physical Normal 70 100 20
0 Rock Tomb Boulders are hurled at the target. This also lowers the target’s Speed stat by preventing its movement. Physical Rock 60 95 15
0 U Turn After making its attack, the user rushes back to switch places with a party Pokémon in waiting. Physical Bug 70 100 20
0 Dark Pulse The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch. Special Dark 80 100 15
0 Grass Knot The user snares the target with grass and trips it. The heavier the target, the greater the move’s power. Special Grass 0 100 20
0 Charge Beam The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. Special Electric 50 90 10
0 Electro Ball The user hurls an electric orb at the target. The faster the user is than the target, the greater the move’s power. Special Electric 0 100 10
0 Low Sweep The user makes a swift attack on the target’s legs, which lowers the target’s Speed stat. Physical Fighting 65 100 20
0 Round The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. Special Normal 60 100 15
0 Dragon Tail The target is knocked away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon. Physical Dragon 60 90 10
0 Wild Charge The user shrouds itself in electricity and smashes into its target. This also damages the user a little. Physical Electric 90 100 15
0 Confide The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat. Status Normal 0 0 20

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