The Cave of Dragonflies ASB Database

Heliolisk

ElectricNormal
Speed
109
Gender
Female or male
Population
0

Abilities

Dry Skin

Restores 1% health/action during rain and in water; absorbs Water moves, restoring for half the prevented damage. Causes 1% damage/action during strong sunlight; makes the Pokémon one level weaker to Fire moves.

Sand Veil

Lowers incoming moves' accuracy by a flat 10% during a sandstorm, and protects against the sandstorm's effects.

Solar Power

(Hidden ability.) During strong sunlight, causes 1% damage per action and raises special moves' final damage by 3%.

Type matchups

Very weak to (2×)
None
Weak to (1.5×)
FightingGround
Resistant to (0.67×)
ElectricFlyingSteel
Very resistant to (0.5×)
None
Immune to (0×)
Ghost

Evolution

Helioptile
Heliolisk

battle holding a Sun Stone

Moves

Move Type Stat Pow. En. Acc. Pri. Summary
Agility Psychic 2%

Raises the user's Speed by two stages.

Ally Switch Psychic 1% +2

Switches places with an ally.

Attract Normal 4% 100%

Infatuates the target if it is the opposite gender.

Brutal Swing Dark Physical 60 3% 100%

Deals damage. No other effect.

Bulldoze Ground Physical 60 4% 100%

Has a 100% chance to lower each target's Speed by one stage.

Camouflage Normal 5%

Changes the user's type depending on the arena.

Charge Electric 4%

Doubles the base power of the user's next Electric-type move and raises its Special Defense by one stage.

Charge Beam Electric Special 50 4% 90%

Has a 70% chance to raise the user's Special Attack by one stage.

Confide Normal 1%

Lowers the target's Special Attack by one stage.

Cut Normal Physical 50 3% 95%

Deals damage. No other effect.

Dark Pulse Dark Special 80 4% 100%

Has a 20% chance to make the target flinch.

Dig Ground Physical 80 4% 100%

Digs underground, dodging most moves, then hits. Costs 3% extra energy to do both in one action.

Double Team Normal *

Produces a number of illusory clones which act as decoys for single-target moves.

Dragon Pulse Dragon Special 85 5% 100%

Deals damage. No other effect.

Dragon Tail Dragon Physical 60 3% 90% −6

Knocks the target fairly far away, potentially preventing it from reaching the user for a bit.

Eerie Impulse Electric 2% 100%

Lowers the target's Special Attack by two stages.

Electric Terrain Electric 5%

For six actions, prevents Pokémon on the ground from sleeping and raises their Electric-type moves' base power by 20.

Electrify Electric 4%

Makes the target's move this action Electric-type if it moves after the user.

Electroweb Electric Special 55 4% 95%

Has a 100% chance to lower each target's Speed by one stage.

Facade Normal Physical 70 4% 100%

Base power is doubled if the user has a major status ailment, excluding sleep.

Fire Punch Fire Physical 75 4% 100%

Has a 10% chance to burn the target.

Flash Normal 1% 100%

Lowers the target's Accuracy by one stage if it relies on sight.

Focus Blast Fighting Special 120 7% 70%

Has a 10% chance to lower the target's Special Defense by one stage.

Frustration Normal Physical * * 100%

Base power and energy cost vary with the user's mood.

Giga Impact Normal Physical 150 9% 90%

Requires an action to recharge. Can be used in one action for 3% extra energy.

Glare Normal 4% 100%

Severely paralyzes the target.

Grass Knot Grass Special * * 100%

Base power and energy cost depend on the target's weight.

Hidden Power Normal Special 60 3% 100%

Type is randomized per Pokémon per battle.

Hyper Beam Normal Special 150 9% 90%

Requires an action to recharge. Can be used in one action for 3% extra energy.

Hyper Voice Normal Special 90 5% 100%

Deals damage. No other effect.

Iron Tail Steel Physical 100 7% 75%

Has a 30% chance to lower the target's Defense by one stage.

Light Screen Psychic *

Halves damage taken from special moves for five actions.

Low Kick Fighting Physical * * 100%

Base power and energy cost vary with the target's weight.

Low Sweep Fighting Physical 65 5% 100%

Has a 100% chance to lower the target's Speed by one stage.

Magnet Rise Electric 4%

Grants the user Levitate for five actions in addition to all other abilities.

Mud-Slap Ground Special 20 2% 100%

Has a 100% chance to lower the target's Accuracy by one stage.

Parabolic Charge Electric Special 65 4% 100%

Drains half the total damage dealt to all targets to heal the user.

Pound Normal Physical 40 2% 100%

Deals damage. No other effect.

Protect Normal * +4

Protects the user against all moves this action.

Psych Up Normal *

Copies the target's stat stages.

Quick Attack Normal Physical 40 3% 100% +1

Deals damage. No other effect.

Rain Dance Water 5%

Changes the weather to rain for nine actions.

Razor Wind Normal Special 80 4% 100%

Requires an action to charge. Can be used in one action for 3% extra energy.

Rest Psychic *

Puts the user to sleep and fully heals it over three actions.

Return Normal Physical * * 100%

Base power and energy cost vary with the user's mood.

Rock Slide Rock Physical 75 5% 90%

Has a 30% chance to make each target flinch.

Rock Tomb Rock Physical 60 4% 95%

Has a 100% chance to lower the target's Speed by one stage.

Round Normal Special 60 3% 100%

Has double power if used by multiple Pokémon in one action.

Sandstorm Rock 5%

Changes the weather to a sandstorm for nine actions.

Secret Power Normal Physical 70 5% 100%

Has a 30% chance of inflicting an extra effect that depends on the terrain.

Shock Wave Electric Special 60 3%

Never misses.

Signal Beam Bug Special 75 4% 100%

Has a 10% chance to confuse the target.

Sleep Talk Normal *

Randomly uses any move the user has used since entering battle. Only works while asleep.

Snore Normal Special 50 4% 100%

Has a 30% chance to make the target flinch. Only works while asleep.

Substitute Normal *

Transfers 10%, 15%, or 20% of the user's health into a doll, which blocks moves targetting the user until the doll's health reaches 0.

Surf Water Special 90 5% 100%

Fails if there is not enough water available for the user to manipulate.

Swagger Normal 3% 85%

Confuses the target and raises its Attack by two stages.

Tail Whip Normal 1% 100%

Lowers each target's Defense by one stage.

Thunder Electric Special 110 8% 70%

Has a 30% chance to paralyze the target.

Thunderbolt Electric Special 90 5% 100%

Has a 10% chance to paralyze the target.

Thunder Punch Electric Physical 75 4% 100%

Has a 10% chance to paralyze the target.

Thunder Shock Electric Special 40 2% 100%

Has a 10% chance to paralyze the target.

Thunder Wave Electric 4% 90%

Severely paralyzes the target.

Toxic Poison 4% 90%

Badly poisons the target. Never misses if the user is Poison-type.

U-turn Bug Physical 70 4% 100%

Makes the user switch out.

Volt Switch Electric Special 70 4% 100%

Makes the user switch out.

Wild Charge Electric Physical 90 5% 100%

Deals recoil damage to the user equal to 1/4 the damage dealt.