Helioptile (Poké Monday 9/19/16)


Tier: LC
Type: Electric/Normal
Base Stats: 44 HP, 38 Atk, 33 Def, 61 Sp.Atk, 43 Sp.Def, 70 Speed
Abilities: Dry Skin, Sand Veil, Solar Power (hidden)

Usable moves: Agility, Dark Pulse, Dragon Tail, Façade, Frustration, Glare, Grass Knot, Hidden Power (Fighting, Fire, Grass, Ice), Light Screen, Protect, Quick Attack, Rest, Return, Rock Slide, Signal Beam, Sleep Talk, Substitute, Surf, Thunder, Thunderbolt, Thunder Wave, Toxic, U-turn, Volt Switch, Wild Charge

Not listed but somewhat usable: Hidden Power (Ground)


Helioptile has a number of odd facets: Electric/Normal typing, Dry Skin, access to Glare and Surf, and no base stat value divisible by 5 except Speed. Being an Electric-type with Dry Skin means that it was made to check Water-types, perhaps more effectively than Chinchou…not to mention the extra Normal typing makes it a nigh unparalleled check to Frillish. Access to Surf means that Helioptile is one of the few Electric-type Pokémon in the tier that can combat Ground-types without having to resort to Hidden Power. Access to Glare, on the other hand, just simply means that Helioptile is one of only three LC-legal Pokémon with access to the move, albeit the most frail. Last but not least, its odd stat layout means that if it invests fully in offense (which it should) it can raise both of its defenses and its HP with the remaining EVs (although, if running Life Orb, HP should be left untouched with the IV reduced to 11 for an HP value of 19).

Unfortunately, Helioptile has very poor bulk and isn’t the fastest or strongest thing around, which means that it’s prone to being trapped and KO’d by Diglett, has a hard time breaking through bulkier threats, and finds it difficult to switch into attacks that are not Water- or Ghost-typed. It doesn’t really help that the Normal typing makes Helioptile weak to Mach Punch and Vacuum Wave. Moreover, Elekid strictly outclasses Helioptile stat-wise due to the former’s equivalent Special Attack with better bulk, much higher Attack, and greater Speed. Also, Helioptile is not as diverse offensively as its evolution; Grass Knot generally has pitiful base power in Little Cup, and Helioptile lacks access to Hyper Voice and Focus Blast. This setback gives Helioptile a hard time dealing with Chinchou, Ferroseed, and even opposing Helioptile.

All in all, Helioptile is made to be a specially offensive Electric-type capable of checking most Water-types.


Helioptile @ Life Orb
Ability: Dry Skin
Level: 5
EVs: 12 Def / 192 SpA / 96 SpD / 196 Spe
Timid Nature
IVs: 11 HP / 0 Atk / 30 SpA / 30 SpD
– Thunderbolt
– Surf
– Volt Switch
– Hidden Power [Ground]

A simple offensive set for an Electric-type that uses STAB in Thunderbolt and Volt Switch along with coverage in Surf and Hidden Power Ground. Ground is the preferred type for hitting Chinchou and opposing Helioptile.

Life Orb with Timid nature and EVs concentrated in Special Attack and Speed maximize Helioptile’s offensive prowess, and the remaining EVs are dumped into its defenses, particularly Special Defense to guarantee that Download Porygon will not gain a Special Attack boost. IVs are tuned for Hidden Power Ground, with a lower value for HP in order to reach the magic number 19 (as mentioned earlier). Dry Skin is the preferred Ability for the extra immunity and HP-regeneration potential.

Set 69: Physical (for the meme)

Helioptile @ Life Orb
Ability: Dry Skin
Level: 5
EVs: 212 Atk / 12 Def / 12 SpD / 196 Spe
Jolly Nature
IVs: 11 HP
– Wild Charge
– Return
– Quick Attack
– U-turn

Man, this set would actually be good if Helioptile’s Attack stat wasn’t terrible. Wild Charge and Return are its STAB options, Quick Attack provides priority, and U-turn provides momentum while dealing super-effective damage against Grass-types and not being completely denied by Electric-immune Pokémon. You could throw 28 EVs into Special Attack and substitute U-turn for Volt Switch for recoilless Electric STAB, considering the difference in attacking stats is only 2 in that case (or, if for some reason you decide to go Hasty, the difference would be 0).

HP IV is 11 for the usual reason. It’s a shame that Helioptile’s Attack stat doesn’t leave nearly as much freedom for leftover investment as its Special Attack stat.

Other Options

Signal Beam deals significant damage to Grass-types such as Lileep and Snivy that resist its STAB and coverage. As for Hidden Power, there are a number of alternative typing options:

  • Grass hurts Chinchou and destroys Wooper but leaves Helioptile walled by Grass- and Dragon-types.
  • Ice hits Grass- and Dragon-types but leaves Helioptile hard-walled by Chinchou.
  • Fire destroys Ferroseed and most other Grass-types, but then Chinchou and Dragon-types wall it.

Glare grants Helioptile the ability to paralyze any non-Electric-type, but the frailty of Helioptile means that it has a hard time sacrificing a moveslot to make room for Glare.

Sample Team

http://pastebin.com/rS1YK4BS – Based around the idea of a core formed by Helioptile and Larvesta. Both of them have momentum-gaining moves in Volt Switch and U-turn respectively, Helioptile takes care of (most) Water-types that would give Larvesta a hard time, and Larvesta takes Fighting-type attacks and destroys Grass-types for Helioptile. What’s more is that Helioptile is specially oriented while Larvesta is physically oriented (and can burn things through Will-O-Wisp and/or Flame Body).

This team contains:

  • Helioptile (serious set above)
  • Larvesta to form the core described above
  • Sandshrew for hazard setting and clearing (especially the latter)
  • Fletchling for strong priority, more U-turn, extra insurance against Grass-types, and a Ground immunity
  • Froakie for more specially offensive prowess and even more U-turn
  • Abra for even more special offense, as well as a failsafe with Magic Guard and Focus Sash in case things go awry

Feedback is always appreciated!

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