Helioptile

Type HP Attack Defense Speed Special Attack Special Defense Total
44 38 33 70 61 43 289
#150 0' 2.1"
13.23 lbs.
Generator Pokémon They make their home in deserts. They can generate their own energy from basking in the sun, so eating food is not a requirement.
Ability capacity:
80
Egg group(s):
Monster
Dragon
EV Yield:
Speed: 1
Growth:
Medium Fast
Catch Rate:
190

Evolution

Helioptile
Use Sun Stone Heliolisk

Wild Encounters

Type Map Chance Level
Land Carina Sandbar 10% 20-26
Overworld Carina Outpost 70.0% 25

Trainers

Builder Zoey
Fizzix Lv. 32
Abilities Moves
Static
Magnet Pull
Electromorphosis
Weather Ball
Volt Switch
Continuum Pulse
Agility
Helioptile Lv. 32
Abilities Moves
Dry Skin
Sand Veil
Quick Attack
Razor Wind
Parabolic Charge
Thunder Wave
Gravitomix Lv. 34
Abilities Moves
Static
Magnet Pull
Electromorphosis
Weather Ball
Volt Switch
Continuum Pulse
Agility
Researcher Anna
Helioptile Lv. 34
Abilities Moves
Dry Skin
Sand Veil
Quick Attack
Razor Wind
Parabolic Charge
Thunder Wave
Grimer Lv. 34
Abilities Moves
Stench
Liquid Ooze
Sticky Hold
Minimize
Fling
Sludge Bomb
Sludge Wave
Helioptile Lv. 34
Abilities Moves
Dry Skin
Sand Veil
Quick Attack
Razor Wind
Parabolic Charge
Thunder Wave
Fizzix Lv. 34
Abilities Moves
Static
Magnet Pull
Electromorphosis
Weather Ball
Volt Switch
Continuum Pulse
Agility

Battle Frontier

Helioptile @ Sitrus Berry
Abilities Moves
Dry Skin Mud-Slap
Electroweb
Electric Terrain
Protect
Helioptile @ Focus Sash
Abilities Moves
Electric Terrain
Swift
Volt Switch
Rising Voltage

Move learnset

By leveling up

Level Move Type Cat. Pwr. Acc. PP
1 Pound 40 100 35
1 Tail Whip 100 30
6 Thunder Shock 40 100 30
11 Charge 100 20
13 Mud-Slap 20 100 10
17 Quick Attack 40 100 30
22 Razor Wind 70 100 10
25 Parabolic Charge 65 100 20
31 Thunder Wave 90 20
35 Bulldoze 60 100 20
40 Volt Switch 70 100 20
45 Electrify 20
49 Thunderbolt 90 100 15
  • Bold indicates a move that gets STAB when used by Helioptile
  • Italic indicates a move that gets STAB only when used by an evolution of Helioptile

By TM

TM Move Type Cat. Pwr. Acc. PP
TM 009 Volt Switch 70 100 20
TM 010 Hidden Power 60 100 15
TM 014 Light Screen 30
TM 017 Protect 10
TM 018 Rain Dance 5
TM 022 Thunderbolt 90 100 15
TM 027 Double Team 15
TM 030 Sandstorm 10
TM 034 Secret Power 70 100 20
TM 035 Rest 10
TM 036 Attract 100 15
TM 063 Electric Terrain 10
TM 076 Surf 90 100 15
TM 109 Dark Pulse 80 100 15
TM 114 Thunder 110 70 10
  • Bold indicates a move that gets STAB when used by Helioptile
  • Italic indicates a move that gets STAB only when used by an evolution of Helioptile

By breeding

Parents Move Type Cat. Pwr. Acc. PP
Agility 30
Camouflage 100 20
Dragon Rush 100 75 10
Dragon Tail 60 90 10
Electric Terrain 10
Glare 100 30
Rising Voltage 70 100 20
Weather Ball 50 100 10
  • Bold indicates a move that gets STAB when used by Helioptile
  • Italic indicates a move that gets STAB only when used by an evolution of Helioptile

By tutoring

Move Type Cat. Pwr. Acc. PP
Agility 30
Ally Switch 15
Bulldoze 60 100 20
Camouflage 100 20
Captivate 100 20
Charge 100 20
Charge Beam 50 90 10
Confide 20
Cut 50 95 30
Dig 80 100 10
Dragon Rush 100 75 10
Dragon Tail 60 90 10
Electrify 20
Electro Ball 100 10
Electroweb 55 95 15
Endure 10
Enthrall 100 20
Facade 70 100 20
Flash 100 20
Frustration 100 20
Glare 100 30
Grass Knot 100 20
Iron Tail 100 75 15
Low Sweep 65 100 20
Magnet Rise 10
Mud-Slap 20 100 10
Odor Sleuth 40
Parabolic Charge 65 100 20
Pound 40 100 35
Psych Up 10
Quick Attack 40 100 30
Razor Wind 70 100 10
Return 100 20
Rising Voltage 70 100 20
Rock Slide 75 90 10
Rock Tomb 60 95 15
Round 60 100 15
Scale Shot 25 90 20
Shock Wave 60 20
Signal Beam 75 100 15
Sleep Talk 10
Snore 50 100 15
Spark 65 100 20
Substitute 10
Swagger 85 15
Swift 60 20
Tail Whip 100 30
Thunder Shock 40 100 30
Thunder Wave 90 20
Toxic 90 10
U-turn 70 100 20
Weather Ball 50 100 10
Wild Charge 90 100 15
  • Bold indicates a move that gets STAB when used by Helioptile
  • Italic indicates a move that gets STAB only when used by an evolution of Helioptile

Ability Learnset

By leveling up

Level Ability Cost Description
1 Dry Skin 32 Rain and Water-type moves restore HP. Sunlight and Fire-type damage hurt more.
1 Sand Veil 3 Boosts the Pokémon's evasiveness in a sandstorm.
18 Solar Power 52 Boosts the Sp. Atk stat in harsh sunlight or solar wind, but HP decreases every turn.
36 Cold-Blooded 33 Boosts the Pokémon's Speed stat in harsh sunlight.
54 Rough Skin 17 This Pokémon inflicts damage with its rough skin to the attacker on contact.
72 Adaptability 77 Powers up moves of the same type as the Pokémon.
90 Protean 80 Changes the Pokémon's type to the type of the move it's about to use.
100 Poison Heal 79 Restores HP if the Pokémon is poisoned instead of losing HP.
  • Bold indicates a default ability if multiple abilities are disabled
  • Italic indicates hidden ability if multiple abilities are disabled

By Disc

Disc Ability Cost Description
Disc 04 Insomnia 10 The Pokémon is suffering from insomnia and cannot fall asleep.
Disc 07 Illuminate 4 Raises the Pokémon's evasiveness.
Disc 11 Ball Fetch 0 If the Pokémon is not holding an item, it will fetch the first failed thrown Poké Ball.
Disc 13 Cloud Nine 32 Eliminates the effects of weather.
Disc 15 Lightning Rod 18 The Pokémon draws in and neutralises Electric-type moves, boosting its Sp. Atk.
Disc 20 Sand Force 52 Boosts the power of Rock-, Ground-, and Steel-type moves in a sandstorm.
Disc 22 Poison Heal 79 Restores HP if the Pokémon is poisoned instead of losing HP.
Disc 24 Frostproof 12 The Pokémon resists Ice-type moves and damage from frostbite.
Disc 45 Sand Veil 3 Boosts the Pokémon's evasiveness in a sandstorm.
Disc 56 Rough Skin 17 This Pokémon inflicts damage with its rough skin to the attacker on contact.
  • Bold indicates a default ability if multiple abilities are disabled
  • Italic indicates hidden ability if multiple abilities are disabled

By tutoring

Ability Cost Description
Adaptability 77 Powers up moves of the same type as the Pokémon.
Battery 65 Powers up ally Pokémon's special moves.
Butterfingers -3 The Pokémon may drop its held item when hit by a damaging move.
Cold-Blooded 33 Boosts the Pokémon's Speed stat in harsh sunlight.
Color Change 1 The Pokémon's type becomes the type of the move used on it.
Defeatist -17 Halves the Pokémon's Attack and Sp. Atk stats when its HP becomes half or less.
Dry Skin 32 Rain and Water-type moves restore HP. Sunlight and Fire-type damage hurt more.
Galvanize 77 Normal-type moves become Electric-type moves. Their power is boosted a little.
High Entropy 32 Boosts the Pokémon's Evasiveness under Gravity.
Hydration 23 Heals status conditions if it's raining.
Immunity 2 The immune system of the Pokémon prevents it from getting poisoned.
Klutz -25 The Pokémon can't use any held items.
Limber 11 Its limber body protects the Pokémon from paralysis.
Motor Drive 17 Boosts its Speed stat if hit by an Electric-type move instead of taking damage.
Normalize 2 All the Pokémon's moves become Normal type. Their power is boosted a little.
Protean 80 Changes the Pokémon's type to the type of the move it's about to use.
Run Away 0 Enables a sure getaway from wild Pokémon.
Sand Rush 52 Boosts the Pokémon's Speed stat in a sandstorm.
Short Circuit 42 The Pokémon generates Electric Terrain when it's hit by an attack.
Slow Start -94 For five turns, the Pokémon's Attack and Speed stats are halved.
Solar Power 52 Boosts the Sp. Atk stat in harsh sunlight or solar wind, but HP decreases every turn.
Stall -12 The Pokémon moves after all other Pokémon do.
Static 31 The Pokémon is charged with static electricity, so contact with it may cause paralysis.
Transistor 16 Powers up Electric-type moves.
Truant -67 The Pokémon can't use a move if it had used a move on the previous turn.
Volt Absorb 15 Restores HP if hit by an Electric-type move instead of taking damage.
Weak Bones -19 Halves the Pokémon's Defense stat.
  • Bold indicates a default ability if multiple abilities are disabled
  • Italic indicates hidden ability if multiple abilities are disabled