#0695
Heliolisk

Heliolisk

Normal Electric

Abilities

  • Dry Skin Water-type moves do not work on the Pokémon. Instead, they restore 1/4 of its max HP. However, the Pokémon takes 25% more damage from Fire-type moves. The Pokémon has 1 /8 of its max HP restored at the end of every turn in rain, but it loses 1/8 of its max HP at the end of every turn in harsh sunlight.
  • Sand Veil Boosts the Pokémon's evasiveness by 25% in a sandstorm.
  • Solar Power Hidden In harsh sunlight, the Pokémon's Sp. Atk stat is boosted by 50%, but it loses 1/8 of its max HP at the end of every turn.

Stat Points

HP
62
ATK
55
DEF
52
Sp. Atk
109
Sp. Def
94
SPE
109

Weakness and Resistance

2x ⦿ Super Effective
Fighting Ground
1x – Normal
Normal Fire Water Grass Ice Poison Psychic Bug Rock Dragon Dark Fairy
0.5x △ Resists
Electric Flying Steel
0x × Immune
Ghost

Learnable Moves (63)

Name Type Category Power PP Description
Agility status - 20 Boosts the user's Speed stat by 2 stages.
Ally Switch status - 16 The user switches spots with one of its allies. With each consecutive use, this move's chance of success becomes 1/3 of what it was before.
Attract status - 16 Gives the target the Infatuated status, where the Pokémon has a 50% chance of being unable to use moves while the Pokemon that gave the status is in the field. This move will fail against a target that is the same gender as the user or whose gender is unknown.
Breaking Swipe physical 60 16 Lowers targets' Attack stats by 1 stage.
Brutal Swing physical 60 20 —
Bulldoze physical 60 20 Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Charge status - 20 Boosts the user's Sp. Def stat by 1 stage. The user gains the Electric Boost status, where the power of the Pokémon's next Electric-type move will be doubled.
Charge Beam special 50 12 Has a 70% chance of boosting the user's Sp. Atk stat by 1 stage.
Dark Pulse special 80 16 Has a 20% chance of making the target flinch.
Dig physical 80 12 The user gains the Underground status on the turn this move is used, then attacks on the following turn.
Discharge special 80 16 Has a 30% chance of paralyzing targets.
Dragon Pulse special 85 12 —
Dragon Rush physical 100 12 Has a 20% chance of making the target flinch. If the target has the Minimized status, this move's power is doubled and it will be sure to hit.
Dragon Tail physical 60 12 If there are other Pokémon in the target's party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random.
Eerie Impulse status - 16 Lowers the target's Sp. Atk stat by 2 stages.
Electric Terrain status - 12 Turns the entire field into Electric Terrain for 5 turns.
Electrify status - 20 If this move hits the target before it uses a move, its move becomes Electric type for that turn.
Electro Ball special - 12 The higher the user's Speed stat compared to the target's, the greater this move's power (ranging between 40 and 150).
Electroweb special 55 16 Lowers targets Speed stats by 1 stage.
Endure status - 12 During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Facade physical 70 20 This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
Fire Punch physical 75 16 Has a 10% chance of burning the target.
Focus Blast special 120 8 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Giga Impact physical 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Glare status - 20 Paralyzes the target.
Grass Knot special - 20 The heavier the target, the greater this move’s power (ranging between 20 and 120).
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Hyper Voice special 90 12 —
Iron Tail physical 100 16 Has a 30% chance of lowering the target's Defense stat by 1 stage.
Light Screen status - 20 Gives the user’s side the Light Screen status for 5 turns, where damage taken from special moves are reduced by 1/2 in Singles and 1/3 in Doubles.
Low Kick physical - 20 The heavier the target, the greater this move's power (ranging between 20 and 120).
Low Sweep physical 65 20 Lowers the target's Speed stat by 1 stage.
Mega Kick physical 120 8 —
Morning Sun status - 8 Restores 1/2 of the user's max HP. In harsh sunlight, 2/3 of its max HP will be restored instead. In all other weather conditions, 1/4 of its max HP will be restored instead.
Mud-Slap special 20 12 Lowers the target's Accuracy stat by 1 stage.
Parabolic Charge special 65 20 The user's HP is restored by 1/2 of the damage dealt by this move.
Pounce physical 50 20 Lowers the target's Speed stat by 1 stage.
Protect status - 8 The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Quick Attack physical 40 20 —
Rain Dance status - 8 Summons rain for 5 turns.
Rest status - 8 Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Rising Voltage special 70 20 This move's power is doubled if the target is under the effect of Electric Terrain.
Rock Slide physical 75 12 Has a 30% chance of making targets flinch.
Rock Tomb physical 60 16 Lowers the target's Speed stat by 1 stage.
Round special 60 16 If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
Sandstorm status - 8 Summons a sandstorm for 5 turns.
Scale Shot physical 25 20 The user attacks 2 to 5 times in a row. This move lowers the user's Defense stat by 1 stage and boosts its Speed stat by 1 stage.
Shed Tail status - 12 The user loses 1/2 of its max HP to create a substitute, then switches out of battle to be replaced by another party Pokémon. The substitute will be hit by moves instead of that Pokémon, and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Solar Beam special 120 12 The user gains the Charging status, where the Pokémon spends 1 turn charging before using a move, on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition.
Substitute status - 12 The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Sunny Day status - 8 Summons harsh sunlight for 5 turns.
Surf special 90 16 This move's power is doubled against targets that have the Submerged status.
Thunder special 110 12 Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status.
Thunder Punch physical 75 16 Has a 10% chance of paralyzing the target.
Thunder Wave status - 20 Paralyzes the target.
Thunderbolt special 90 16 Has a 10% chance of paralyzing the target.
Trailblaze physical 50 20 Boosts the user's Speed stat by 1 stage.
U-turn physical 70 20 After attacking, the user switchesout of battle to be replaced by another party Pokémon.
Volt Switch special 70 20 After attacking, the user switches out of battle to be replaced by another party Pokémon.
Weather Ball special 50 12 When a weather condition is present, this move’s power is doubled and its type changes. Harsh sunlight: Fire type. Rain: Water type. Snow: Ice type. Sandstorm: Rock type.
Wild Charge physical 90 16 The user takes 1/4 of the damage dealt by this move.