Helioptile

Helioptile

Classification

The Generator Pokémon

Electric Normal

Damage Taken*

×4: N/A
×2: Fighting Ground
×1: Bug Dark Dragon Fairy Fire Grass Ice Normal Poison Psychic Rock Water
×0.5: Electric Flying Steel
×0.25: N/A
×0: Ghost

Abilities

Sand Veil
Boosts the Pokémon’s evasion in a sandstorm.
Dry Skin
Restores the Pokémon's HP in rain or when it is hit by Water-type moves. Reduces HP in harsh sunlight, and increases the damage received from Fire-type moves.
Solar Power hidden ability
Boosts the Sp. Atk stat in sunny weather, but HP decreases.

Base Stats (289 total)

HP: 44
44
Attack: 38
38
Defense: 33
33
Sp. Atk: 61
61
Sp. Def: 43
43
Speed: 70
70

Size

  • Height: 1'8" / 0.5 m
  • Weight: 13.2 lbs / 6 kg

Breeding Info

Gender Ratio

50% male
50% female

50% male / 50% female

Egg Groups

Monster, Dragon

Tags

Basic, Not fully evolved

Evolutionary Family

Helioptile
Helioptile
Base form
Heliolisk
Heliolisk
Use a Sun Stone

Flavor Info

Pokédex Entries

They make their home in deserts. They can generate their energy from basking in the sun, so eating food is not a requirement.


The frills on either side of its head have cells that generate electricity when exposed to sunlight.

Misc Data

  • Catch Rate: 190
  • Base Happiness: 50

Pokédex Categories

Color

Yellow

Body Shape

Bipedal with tail Bipedal with tail

Locations

Level-Up Moves

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

TM/HM Moves

# Move Type Class Power Acc PP Summary
002 Scale Shot Dragon Physical 25 90% 20 The user attacks by shooting scales two to five times in a row. This move boosts the user's Speed stat but lowers its Defense stat.
010 Hidden Power Normal Special 60 100% 15 A unique attack that varies in type depending on the Pokémon using it.
016 Light Screen Psychic Status —% 30 A wondrous wall of light is put up to reduce damage from special attacks for five turns.
017 Protect Normal Status —% 10 Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
018 Rain Dance Water Status —% 5 The user summons a heavy rain that falls for five turns, powering up Water-type moves.
021 Dragon Tail Dragon Physical 60 90% 10 The target is knocked away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
024 Thunderbolt Electric Special 90 100% 15 A strong electric blast crashes down on the target. This may also leave the target with paralysis.
025 Thunder Electric Special 110 70% 10 A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.
028 Dig Ground Physical 80 100% 10 The user burrows, then attacks on the next turn. It can also be used to exit dungeons.
035 Sandstorm Rock Status —% 10 A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types.
040 Thunder Wave Electric Status 90% 20 The user launches a weak jolt of electricity that paralyzes the target.
044 Rest Psychic Status —% 5 The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.
045 Sleep Talk Normal Status —% 10 While it is asleep, the user randomly uses one of the moves it knows.
049 Wild Charge Electric Physical 90 100% 15 The user shrouds itself in electricity and smashes into its target. This also damages the user a little.
050 Substitute Normal Status —% 10 The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.
053 Signal Beam Bug Special 75 100% 15 The user attacks with a sinister beam of light. This may also confuse the target.
055 Grass Knot Grass Special * 100% 20 The user snares the target with grass and trips it. The heavier the target, the greater the move’s power.
057 Charge Beam Electric Special 50 90% 10 The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
070 Work Up Normal Status —% 30 The user is roused, and its Attack and Sp. Atk stats increase.
PX02 Bravado Normal Status 100% 20 The user boasts about its own abilities and demoralizes the target, raising the user's Attack but lowering the target's Defense.
PX08 Daring Dash Normal Physical 95 85% 15 The user makes a brave charge at the target that fills it with courage. It may raise the user's Attack and Speed.
PX11 Static Strike Electric Physical 60 95% 10 A two-turn attack. The user builds up excess electricity, then strikes on the second turn. This also paralyzes the target.
PX22 Sandblast Ground Physical 55 95% 10 The user fires a high-pressure stream of sand at the target. It may also burn the target.
PX25 Pulse Storm Electric Special 20 100% 15 The user summons a small, localized storm that blasts the target in short bursts, striking two to five times in a row.
PX52 Berry Share Normal Status —% 10 The user shares its held Berry with the target. The target is placated by the gift and may be easier to catch.
PX54 Clear Sky Normal Status —% 5 The user clears the skies and calms the wind, returning the weather to normal.
PX55 Hidden Gift Normal Status —% 10 A unique attack that varies in effect depending on the Pokémon using it.
H01 Cut Steel Physical 65 95% 20 The target is cut with a scythe or a claw. Critical hits land more easily. It can also be used to cut down some obstacles.
H03 Surf Water Special 90 100% 15 The user attacks everything around it by swamping its surroundings with a giant wave. This can also be used for crossing water.
H05 Flash Normal Status 100% 20 The user flashes a bright light that cuts the target’s accuracy.
H12 Secret Power Normal Physical 70 100% 20 The user attacks the target with a secret power. Its additional effects vary depending on the user’s environment.

Tutor Moves

Move Type Class Power Acc PP Summary
Amaze Normal Physical * 100% 15 The user amazes the foe with its coolness and then attacks. It grows in power the cooler the user is.
Confound Normal Special * 100% 15 The user confounds the foe with its cleverness and then attacks. It grows in power the cleverer the user is.
Dark Pulse Dark Special 80 100% 15 The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch.
Dazzle Normal Special * 100% 15 The user dazzles the foe with its cuteness and then attacks. It grows in power the cuter the user is.
Demolish Normal Physical * 100% 15 The user frightens the foe with its toughness and then attacks. It grows in power the tougher the user is.
Electroweb Electric Special 55 95% 15 The user attacks and captures opposing Pokémon using an electric net. This lowers their Speed stat.
Endure Normal Status —% 10 The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
Enthrall Normal Special * 100% 15 The user enchants the foe with its beauty and then attacks. It grows in power the more beautiful the user is.
Facade Normal Physical 70 100% 20 An attack move that doubles its power if the user is poisoned, burned, or has paralysis.
Iron Tail Steel Physical 100 75% 15 The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat.
Jump-Start Electric Status —% 20 The user gives its ally a spark of potent energy, boosting its Special Attack and Speed stats.
Magnet Rise Electric Status —% 10 The user levitates using electrically generated magnetism for five turns.
Rising Voltage Electric Special 70 100% 20 The user attacks with electric voltage rising from the ground. This move's power doubles when the target is on Electric Terrain.
Shock Wave Electric Special 60 —% 20 The user strikes the target with a quick jolt of electricity. This attack never misses.
Swift Normal Special 60 —% 20 Star-shaped rays are shot at the opposing Pokémon. This attack never misses.
U-turn Bug Physical 70 100% 20 After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
Volt Switch Electric Special 70 100% 20 After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

Egg Moves

Move Type Class Power Acc PP Summary
Agility Psychic Status —% 30 The user relaxes and lightens its body to move faster. This sharply raises the Speed stat.
Camouflage Normal Status —% 20 The user’s type is changed depending on its environment, such as at water’s edge, in grass, or in a cave.
Glare Normal Status 100% 30 The user intimidates the target with the pattern on its belly to cause paralysis.

Field Moves

Move Type Summary
Cut Steel

Cuts down skinny trees and thick patches of overgrowth that block paths.

Dig Ground

If the player is inside of a cave, immediately returns the player to the cave entrance they last used, as an Escape Rope.

Flash Normal

In dark caves, illuminates the area around the trainer. Outside of dark caves, allows the trainer to see farther than they normally would, and reduces the wild encounter rate.

Secret Power Normal

Creates an empty Secret Base in a suitable location.

Surf Water

Allows the trainer to travel across the surface of bodies of deep water. The trainer may also Dive into areas of very deep water while surfing.