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Heliolisk

Heliolisk
ElectricNormal

Height 1.0 m·Weight 21.0 kg

Base stats

HP
62
Atk
55
Def
52
SpA
109
SpD
94
Spe
109
Total481

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

* Hidden ability

  • Dry Skin

    immune to Water-type moves · damage taken ×1.25 from Fire-type moves · hit by a Water-type move: heals 1/4 max HP · heals 1/8 max HP each turn in rain · loses 1/8 max HP each turn in sun

  • Sand Veil

    Evasion ×1.25 in a sandstorm

  • Solar Power

    Sp. Atk ×1.5 in sun (stat, separate from ranks) · loses 1/8 max HP each turn in sun

Learnable moves

63 moves
  • Power120Acc.75PP8
    Contact
  • must recharge next turn

    Power150Acc.90PP8
  • [Priority +1]

    Power40Acc.100PP20
    Contact
  • paralysis

    PowerAcc.100PP20
  • HP −1/4 (of max HP) · fails if HP below 1/4 · creates a substitute

    PowerAcc.PP12
  • 30% chance: flinch

    Power50Acc.100PP16
    Sound
  • [Priority +4] blocks moves this turn · 1/3 success if used in succession

    PowerAcc.PP8
  • [Priority +4] survives this turn with 1 HP · 1/3 success in succession

    PowerAcc.PP12
  • infatuation

    PowerAcc.100PP16
  • usable only while asleep · uses one of its other moves at random

    PowerAcc.PP12
  • restores 1/2 of max HP

    PowerAcc.PP8
  • poisoned/paralyzed/burned: power ×2

    Power70Acc.100PP20
    Contact
  • Power90Acc.100PP12
    Sound
  • type changes with the weather · power ×2 in weather

    Power50Acc.100PP12
    Ball & bomb
  • must recharge next turn

    Power150Acc.90PP8
    Contact
  • used right after another Round this turn: power ×2

    Power60Acc.100PP16
    Sound
  • HP −1/2 (of max HP) · fails if HP below 1/2 · makes a substitute, then switches out

    PowerAcc.PP12
  • 10% chance: burn

    Power75Acc.100PP16
    ContactPunch
  • sun for 5 turns

    PowerAcc.PP8
  • Surf

    also hits targets underwater

    Power90Acc.100PP16
  • rain for 5 turns

    PowerAcc.PP8
  • charges one turn, fires the next · instant in sun

    Power120Acc.100PP12
  • more power the heavier the target (max 120)

    PowerAcc.100PP20
    Contact
  • user's Speed +1

    Power50Acc.100PP20
    Contact
  • 10% chance: paralysis

    Power75Acc.100PP16
    ContactPunch
  • 10% chance: paralysis

    Power90Acc.100PP16
  • paralysis

    PowerAcc.90PP20
  • 30% chance: paralysis · never misses in rain

    Power110Acc.70PP12
  • user's Sp. Def +1

    PowerAcc.PP20
  • 30% chance: paralysis

    Power80Acc.100PP16
  • 70% chance: user's Sp. Atk +1

    Power50Acc.90PP12
  • more power the faster the user is than the target (max 150)

    PowerAcc.100PP12
    Ball & bomb
  • user switches out after attacking

    Power70Acc.100PP20
  • target's Speed −1

    Power55Acc.95PP16
  • recoil 1/4 of damage dealt

    Power90Acc.100PP16
    Contact
  • restores 1/2 of damage dealt

    Power65Acc.100PP20
  • target's move becomes Electric type this turn

    PowerAcc.Sure-hitPP20
  • target's Sp. Atk −2

    PowerAcc.100PP16
  • Electric Terrain for 5 turns · grounded Pokémon can't sleep · Electric-type moves boosted

    PowerAcc.PP12
  • target on Electric Terrain: power ×2

    Power70Acc.100PP20
  • more power the heavier the target (max 120)

    PowerAcc.100PP20
    Contact
  • 10% chance: target's Sp. Def −1

    Power120Acc.70PP8
    Ball & bomb
  • target's Speed −1

    Power65Acc.100PP20
    Contact
  • Dig

    turn 1: digs underground, evades · turn 2: attacks

    Power80Acc.100PP12
    Contact
  • target's accuracy −1

    Power20Acc.100PP12
  • target's Speed −1

    Power60Acc.100PP20
  • user's Speed +2

    PowerAcc.PP20
  • 5 turns · special damage ×1/2 (Singles) ×2/3 (Doubles)

    PowerAcc.PP20
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • [Priority +2] swaps places with an ally

    PowerAcc.PP16
  • user switches out after attacking

    Power70Acc.100PP20
    Contact
  • target's Speed −1

    Power50Acc.100PP20
    Contact
  • 30% chance: flinch

    Power75Acc.90PP12
  • sandstorm for 5 turns

    PowerAcc.PP8
    Wind
  • target's Speed −1

    Power60Acc.95PP16
  • Power85Acc.100PP12
    Pulse
  • 20% chance: flinch

    Power100Acc.75PP12
    ContactStomp
  • [Priority -6] forces the target to switch out

    Power60Acc.90PP12
    Contact
  • target's Attack −1

    Power60Acc.100PP16
    Contact
  • hits 2–5 times · after use: user's Defense −1 · Speed +1

    Power25Acc.90PP20
  • 20% chance: flinch

    Power80Acc.100PP16
    Pulse
  • Power60Acc.100PP20
    Contact
  • 30% chance: target's Defense −1

    Power100Acc.75PP16
    Contact