Heliolisk

Heliolisk

Rank #92ElectricNormal

HP
137
Atk
75
Def
72
SpA
129
SpD
114
Spe
129
Total656

Usage Format

Heliolisk Abilities

Heliolisk Type Effectiveness

Weak to

FightingGround

Resistant to

Flying½×Steel½×Electric½×

Immune to

Ghost

Damaged normally by

NormalPoisonRockBugFireWaterGrassPsychicIceDragonDarkFairy

Heliolisk Moves

Usage Move Type Category Power Acc PP Prio Description
72.8%ThunderboltElectricSpecial90100160Has a 10% chance of paralyzing the target.
44.5%Hyper VoiceNormalSpecial90100120
38.3%Shed TailNormalStatus120The user loses 1/2 of its max HP to create a substitute, then switches out of battle to be replaced by another party Pokemon. The substitute will be hit by moves instead of that Pokemon, and it will vanish when it takes damage equal to 1/4 of the user’s max HP.
36.7%ProtectNormalStatus8+4The 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.
29.4%SurfWaterSpecial90100160This move’s power is doubled against targets that have the Submerged status.
26.6%Grass KnotGrassSpecial100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
20.2%Ally SwitchPsychicStatus16+2The 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.
17.7%Volt SwitchElectricSpecial70100200After attacking, the user switches out of battle to be replaced by another party Pokemon.
12.7%ThunderElectricSpecial11070120Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status.
12.4%Dragon PulseDragonSpecial85100120
Fire PunchFirePhysical75100160Has a 10% chance of burning the target.
Thunder PunchElectricPhysical75100160Has a 10% chance of paralyzing the target.
Mega KickNormalPhysical1207580
Hyper BeamNormalSpecial1509080The user gains the Recharging status on the turn after this move is used.
Low KickFightingPhysical100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
Solar BeamGrassSpecial120100120The user gains the Charging status 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.
Thunder WaveElectricStatus90200Paralyzes the target.
DigGroundPhysical80100120The user gains the Underground status on the turn this move is used, then attacks on the following turn.
AgilityPsychicStatus200Boosts the user’s Speed stat by 2 stages.
Quick AttackNormalPhysical4010020+1
Light ScreenPsychicStatus200Gives the user’s side the Light Screen status for 5 turns.
SwiftNormalSpecial60200
GlareNormalStatus100200Paralyzes the target.
RestPsychicStatus80Fully 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.
Rock SlideRockPhysical7590120Has a 30% chance of making targets flinch.
SubstituteNormalStatus120The 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.
SnoreNormalSpecial50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Mud-SlapGroundSpecial20100120Lowers the target’s accuracy by 1 stage.
SandstormRockStatus80Summons a sandstorm for 5 turns.
EndureNormalStatus12+4During 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.
AttractNormalStatus100160Gives the target the Infatuated status. This move will fail against a target that is the same gender as the user or whose gender is unknown.
Sleep TalkNormalStatus120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Iron TailSteelPhysical10075160Has a 30% chance of lowering the target’s Defense stat by 1 stage.
Morning SunNormalStatus80Restores 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.
Rain DanceWaterStatus80Summons rain for 5 turns.
Sunny DayFireStatus80Summons harsh sunlight for 5 turns.
FacadeNormalPhysical70100200This 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.
ChargeElectricStatus200Boosts the user’s Sp. Def stat by 1 stage. The user gains the Electric Boost status.
Weather BallNormalSpecial50100120When 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.
Rock TombRockPhysical6095160Lowers the target’s Speed stat by 1 stage.
U-turnBugPhysical70100200After attacking, the user switches out of battle to be replaced by another party Pokemon.
Dark PulseDarkSpecial80100160Has a 20% chance of making the target flinch.
Dragon RushDragonPhysical10075120Has 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.
Focus BlastFightingSpecial1207080Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Giga ImpactNormalPhysical1509080The user gains the Recharging status on the turn after this move is used.
DischargeElectricSpecial80100160Has a 30% chance of paralyzing targets.
Charge BeamElectricSpecial5090120Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage.
Electro BallElectricSpecial100120The higher the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 40 and 150).
Low SweepFightingPhysical65100200Lowers the target’s Speed stat by 1 stage.
RoundNormalSpecial60100160If multiple Pokemon 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.
BulldozeGroundPhysical60100200Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Dragon TailDragonPhysical609012-6If there are other Pokemon 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 Pokemon at random.
ElectrowebElectricSpecial5595160Lowers targets’ Speed stats by 1 stage.
Wild ChargeElectricPhysical90100160The user takes 1/4 of the damage dealt by this move.
Parabolic ChargeElectricSpecial65100200The user’s HP is restored by 1/2 of the damage dealt by this move.
ElectrifyElectricStatus200If this move hits the target before it uses a move, its move becomes Electric type for that turn.
Eerie ImpulseElectricStatus100160Lowers the target’s Sp. Atk stat by 2 stages.
Electric TerrainElectricStatus120Turns the entire field into Electric Terrain for 5 turns.
Brutal SwingDarkPhysical60100200
Breaking SwipeDragonPhysical60100160Lowers targets’ Attack stats by 1 stage.
Scale ShotDragonPhysical2590200The 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.
Rising VoltageElectricSpecial70100200This move’s power is doubled if the target is under the effect of Electric Terrain.
PounceBugPhysical50100200Lowers the target’s Speed stat by 1 stage.
TrailblazeGrassPhysical50100200Boosts the user’s Speed stat by 1 stage.