LC Helioptile

Lord Alphose

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is a Contributor Alumnusis a Smogon Media Contributor Alumnus
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QC Checks: Rowan / Hawkstar / macle
Final QC Check: Goddess Briyella
GP Check: fleurdyleurse / GatoDelFuego

Overview
########
Due to its ability Solar Power, Helioptile hits an incredible 24 Special Attack in the sun with maximum investment. Combined with its unique Electric / Normal typing, it holds a niche no other Pokemon can fill. It resists Flying-type attacks from threats such as Fletchling and is immune to Ghost-type attacks from threats such as Misdreavus. With its STAB Volt Switch, Helioptile becomes an asset to sun teams, covering up common Flying-type weaknesses and pivoting right back out again.

However, its Normal typing, while somewhat a blessing, is also a curse, as it leaves Helioptile susceptible to Fighting-types which are rampant in the metagame. It has bad defenses and a limited offensive movepool, despite a great Special Attack. On top of that, it is completely dependent on the sun. Without it, it's harshly outclassed by Chinchou.

Offensive
########
name: Offensive
move 1: Volt Switch
move 2: Thunderbolt
move 3: Dark Pulse
move 4: Hidden Power Ground / Hidden Power Grass / Hidden Power Fire
ability: Solar Power
item: Choice Scarf / Berry Juice
evs: 84 HP / 12 Def / 192 SpA / 12 SpD / 200 Spe
nature: Modest / Timid

Moves
========
Volt Switch helps keep momentum in and out of sun. It can also help to safely bring in Chlorophyll users to sweep or Vulpix to set up sun. Thunderbolt is Helioptile's strongest attack and gives it a chance to sweep when the opponent is weakened. Dark Pulse is Helioptile's best coverage move, hitting Ghost-types such as Misdreavus for super effective damage. Hidden Power Ground and Hidden Power Grass give Helioptile a way to hit Chinchou, which would otherwise wall this set, super effectively. Hidden Power Ground hits Magnemite as well, but Hidden Power Grass hits Ground-types such as Drilbur. Hidden Power Fire gives Helioptile nearly perfect coverage, with only Deino resisting every attack. It is further boosted by sun, which is essential given its low Base Power, and hits Grass-types especially hard.

Set Details
========
This set can function as a late-game sweeper and a revenge killer. Although Helioptile has decent Speed already, with a Choice Scarf, Helioptile outspeeds the entire unboosted metagame. It also doesn't mind being locked into a move much because of Volt Switch and its lack of good secondary options. The listed EV spread maximizes Special Attack and Speed. The remaining EVs are used to boost Helioptile's defenses. A Modest nature is recommended because Helioptile needs all the extra power it can get, but with a Timid nature, Helioptile outspeeds +1 Speed Adamant Carvanha. Between its poor defenses and Solar Power recoil, Helioptile can rarely afford to take a hit, so Berry Juice can be used instead to improve Helioptile's ability to switch into Flying-type moves.

Usage Tips
========
This set doesn't hit as hard as some other sun abusers, so recklessly using Thunderbolt at the start of the battle is inadvisable. That being said, Helioptile is best used early-game to deal chunks of damage while maintaining momentum and scouting out specific counters. It can be difficult to safely switch Helioptile in, but by making use of its immunities to Thunder Wave and Ghost-type moves, Helioptile can get a free switch. Helioptile is weak without the sun. As such, saving it until later in the game when the sun can be dependably set can give it a chance to deal severe damage to the opposing team. Bear in mind that Choice Scarf allows Helioptile to outspeed otherwise faster threats such as Misdreavus and Ponyta.

Team Options
========
Vulpix, Larvesta, and Ponyta are good teammates, as they can set up sun for Helioptile and burn common Fighting-types. Chlorophyll users such as Oddish, Bulbasaur, and Bellsprout appreciate Helioptile's ability to threaten Fletchling and Vullaby. Knock Off support gives Helioptile a chance to sweep. Mienfoo is always a good option and forms a VoltTurn core with Helioptile. Vullaby is another fantastic choice, as it can switch into the Ground-type attacks that threaten Helioptile. Vullaby can also use STAB Flying-type attacks to threaten Timburr and Croagunk, U-turn to form a VoltTurn core with Helioptile, or Defog to eliminate Stealth Rock for Vulpix and Fire-type sun abusers. Archen has an immunity to Ground-type attacks, can use Defog to remove Stealth Rock for your team's Fire-types, carries Stealth Rock, which can help wear down Flying-types, as well as use Knock Off and U-turn. Also, with Archen as a teammate, there is less pressure on Helioptile to take care of Fletchling.

Other Options
########
Life Orb is an option to improve Helioptile's damage output, but Helioptile doesn't appreciate the extra recoil damage and lack of Speed. Surf is unfortunately weakened by sun, but is a good secondary option outside of sun. Helioptile gets another solid ability in Dry Skin, which allows it to switch into Water-type attacks and threaten with STAB Thunderbolt and Volt Switch, but Dry Skin sets are mostly outclassed by Chinchou. Helioptile also gets U-turn, which works against Ground-types and Chinchou. Parabolic Charge is basically an Electric-type Giga Drain that could theoretically help offset Solar Power recoil, but it's far too weak to be effective. Helioptile is the only Little Cup Electric-type to get Sandstorm, which could theoretically be useful as Helioptile threatens Water-types, Pokemon that are common threats to sand teams. Helioptile also gets Sand Veil, which could be useful on a sandstorm set or alongside Hippopotas. It gets two decent status moves in Glare and Toxic, but because of its poor defenses, Helioptile needs to spend most turns attacking. It gets some other moves such as Agility, Charge Beam, Rain Dance, and Thunder, but all of these moves are better used on Pokemon like Chinchou. Helioptile also has some decent physical moves such as Wild Charge, Rock Slide, and Dragon Tail, but is hampered by its horrible Attack. Helioptile has many possible options, but most of them are not viable due to its bad defenses, poor Speed, and Special Attack that is entirely dependent on the sun.

Checks & Counters
########

**Ground-types**: Ground-types can switch in to prevent Helioptile from using Volt Switch. Diglett in particular can trap and KO Helioptile as well as Vulpix, which is an important Pokemon on most sun teams.

**Chinchou**: Not only does Chinchou outclass Helioptile, Chinchou also walls it unless it carries Hidden Power Grass or Hidden Power Ground. Even then, Chinchou's special bulk is enough to be a problem to get through.

**Lightning Rod**: Lightning Rod users such as Goldeen, Blitzle, and Electrike can all switch in on Helioptile's STAB moves and pick up a Special Attack boost.

**Bulky Normal-types**: Munchlax, Lickitung, and Porygon can take any attack from Helioptile with relative ease and can often deal significant damage back due to Helioptile's poor defenses.

**Grass-types**: Grass-types resist Volt Switch and Thunderbolt, but must be wary of Hidden Power Fire. Snover gets a special mention, as it gets rid of the sun. Foongus, which can switch in repeatedly thanks to Regenerator, is another notable example of a Grass-type that is a huge threat to Helioptile.

**Fighting-types**: Fighting-types can KO Helioptile easily with STAB Fighting-type moves, although none of them enjoy switching into STAB Thunderbolt in sun. Timburr and Croagunk deserve special mentions because they can switch in and hit with priority moves Mach Punch and Vacuum Wave, respectively.

**Priority Attacks**: Anything with strong priority attacks can deal a good chunk of damage to Helioptile before even taking a hit back. As Helioptile can't take many hits and takes damage from Solar Power each turn, these moves can be a serious problem for Helioptile.

Overview
########
  • Has a niche thanks to Solar Power and Electric typing
  • Can hit 24 Special Attack in sun with max investment
  • Resists Flying attacks and threatens Fletchling, Vullaby, and other Flying-types that give sun teams trouble
  • STAB Volt Switch is great
  • Normal typing grants it a handy immunity to Ghost-type attacks, but an unfortunate weakness to Fighting-type attacks.
  • Limited offensive movepool
  • Bad defenses
  • Outclassed by Chinchou without sun

Offensive
########
name: Offensive

move 1: Volt Switch
move 2: Thunderbolt
move 3: Dark Pulse
move 4: Hidden Power Ground / Hidden Power Grass / Hidden Power Fire
ability: Solar Power
item: Choice Scarf / Berry Juice
evs: 84 HP / 12 Def / 192 SAtk / 12 SDef / 200 Spd
nature: Modest / Timid

Moves
========
  • Volt Switch helps keep momentum, in and out of sun. It can help safely bring in Chlorophyll users to sweep or Vulpix to set up sun.
  • Thunderbolt is Helioptile’s strongest option in sun, and gives it a chance to sweep when the opponent is weakened.
  • Dark Pulse is Helioptile’s strongest coverage move, hitting Misdreavus for super effective damage.
  • Hidden Power Ground and Hidden Power Grass give Helioptile super effective options for Chinchou, which otherwise walls this set. Hidden Power Ground hits Magnemite, while Hidden Power Grass hits Ground-types.
  • On the other hand, Hidden Power Fire gives Helioptile near-perfect coverage (only Deino not hit neutrally). It is boosted by sun (which is essential given its low base power) and hits Grass-types hard.
Set Details
========
  • This set Helioptile a chance to sweep late game and also function as a revenge killer.
  • Although Helioptile has decent speed already, with a Choice Scarf, Helioptile outspeeds the entire unboosted tier. It also doesn’t mind being locked onto a move much because of Volt Switch and its lack of good secondary options.
  • The listed EV spread maximizes Special Attack and Speed. The remaining EVs are used to boost Helioptile’s defenses.
  • A Modest nature is recommended because Helioptile needs all the extra power it can get, but with a Timid nature, Helioptile outspeeds +1 Adamant Carvanha.
  • Between its poor defenses and Solar Power recoil, Helioptile can rarely afford to take a hit. Berry Juice can be used instead to improve Helioptile's ability to switch into Flying-type moves.
Usage Tips
========
  • Doesn’t hit as hard as other sun abusers, so recklessly hurling off Thunderbolts at the start of the battle is inadvisable.
  • It is best used early in the battle to deal some damage while maintaining momentum and to take out specific counters.
  • It can be difficult to switch Helioptile in safely, but making use of immunities to Thunder Wave and Ghost-type moves can pay off. A VoltTurn core can also prove useful.
  • Important to keep sun up, as Helioptile is very pedestrian outside of sun.
  • Choice Scarf allows it to revenge kill faster threats like Misdreavus and Ponyta.
  • Can perform as a late game sweeper if opponent’s team is sufficiently weakened.
Team Options
========
  • Vulpix, Larvesta, and Ponyta are good teammates, as they can set up sun for Helioptile.
  • Chlorophyll users like Oddish, Bulbasaur, and Bellsprout appreciate Helioptile’s ability to threaten Fletchling and Vullaby.
  • Knock Off support gives Helioptile a chance to sweep. Mienfoo is always a good option, and forms a VoltTurn core with Helioptile. Vullaby is another fantastic choice, as it can switch into the Ground-type attacks that threaten Helioptile. Vullaby can also use STAB Flying attacks to threaten Timburr and Croagunk, U-turn to form a VoltTurn core with Helioptile, or Defog to eliminate Stealth Rock for Vulpix and Fire-type sun abusers.
  • Archen, which has an immunity to Ground-type attacks, can also use Defog to eliminate Stealth Rock for your team’s Fire-types. It also carries Stealth Rock, which can help wear down Flying-types, as well as Knock Off and U-turn. With Archen as a teammate, there is less pressure on Helioptile to take care of Fletchling.
Other Options
########
  • Life Orb is an option to improve Helioptile's damage output, but it doesn't appreciate the extra recoil damage and lack of speed.
  • Surf is unfortunately weakened by sun, but is a good secondary option outside of sun.
  • Helioptile gets another solid ability in Dry Skin, which allows it to switch into Water attacks and threaten with STAB Thunderbolt/Volt Switch, but Dry Skin sets are mostly outclassed by Chinchou.
  • Helioptile also gets U-turn, which works against Ground-types and Chinchou.
  • Parabolic Charge is basically an Electric Giga Drain that could theoretically help offset Solar Power recoil, but it's far too weak.
  • Only LC Electric type to get Sandstorm, which could theoretically be useful since it threatens Water-types and has Volt Switch.
  • Helioptile also gets Sand Veil, which could be useful on a Sandstorm set or alongside Hippopotas.
  • It gets two decent status moves in Glare and Toxic, but because of its poor defenses, Helioptile needs to spend most turns attacking.
  • Gets Agility, Charge Beam, Rain Dance, Thunder, but outclassed by Chinchou.
  • Has some decent physical moves (Wild Charge, Rock Slide, Dragon Tail), but horrible Attack.
  • Basically nothing else is really viable because defenses suck, speed isn’t awesome and special attack isn’t anything special outside of sun
Checks & Counters
########
  • Ground-types can switch in to prevent Helioptile from using Volt Switch. Diglett in particular can trap and KO Helioptile (as well as Vulpix).
  • Not only does Chinchou outclass Helioptile, it also walls the hell out of it unless Helioptile carries Hidden Power Grass or Ground.
  • Goldeen, Blitzle, and Electrike can all switch in on Helioptile's STAB and pick up a stat boost.
  • Bulky Normal-types like Munchlax, Lickitung, and Porygon can take any attack from Helioptile with relative ease.
  • Grass-types resist Volt Switch and Thunderbolt, but must be wary of HP Fire. Snover, which gets rid of sun, gets special mention. Foongus, which can switch in repeatedly thanks to Regenerator, is another notable example.
  • Fighting-types can KO easily with STAB Fighting moves, although none of them enjoy switching into STAB Thunderbolt in sun. Timburr and Croagunk deserve special mention because they can switch in and hit with Mach Punch and Vacuum Wave.
  • Anything with priority can do a good chunk of damage to Helioptile before taking a hit.
 
Last edited:

Lord Alphose

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This has been written up and is ready for a final QC Check, just to make sure nothing sketchy with it.
 

Ununhexium

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Overview
########
Helioptile, thanks to Solar Power, hits an incredible 24 Special Attack in the sun with maximum investment. Combined with its unique Electric / Normal typing, it holds a niche no other Pokemon can fill. It
can resists it always resists Flying-type attacks Flying-type attacks from threats like Fletchling and is immune to Ghost-type attacks from threats like Misdreavus. Along with its STAB Volt Switch, and Helipotile becomes an asset to sun teams, covering up common Flying-type weaknesses and pivoting right back out again.

It does come with its flaws, however. Its Normal typing, while something of a blessing, is also a curse, as it leaves Helioptile susceptible to Fighting-types
,(RC) which are rampant in the metagame. It has bad defenses and a limited offensive movepool, despite a great Special Attack. On top of that, it is completely dependent on the sun. Without it, it's harshly outclassed by Chinchou.

Offensive
########
name: Offensive
move 1: Volt Switch
move 2: Thunderbolt
move 3: Dark Pulse
move 4: Hidden Power Ground / Hidden Power Grass / Hidden Power Fire
ability: Solar Power
item: Choice Scarf / Berry Juice
evs: 84 HP / 12 Def / 192 SpA / 12 SpD / 200 Spe
nature: Modest / Timid

Moves
========
Volt Switch helps keep momentum, in and out of sun. It can help safely bring in Chlorophyll users to sweep or Vulpix to set up sun. Thunderbolt is Helioptile’s strongest
option attack this is a bit more preference-based and gives it a chance to sweep when the opponent is weakened. Dark Pulse is Helioptile’s strongest coverage move, hitting Ghost-types like Misdreavus for super effective damage. Hidden Power Ground and Hidden Power Grass give Helioptile super effective options for Chinchou, which otherwise walls this set. Hidden Power Ground hits Magnemite as well, but Hidden Power Grass hits Ground-types such as Drilbur. On the other hand, Hidden Power Fire gives Helioptile nearly perfect coverage, with only Deino resisting all three not being hit neutrally. It is further boosted by sun, which is essential given its low Base Power and hits Grass-types especially hard.

Set Details
========
This set gives Helioptile a chance to sweep late-game and function as a revenge killer. Although Helioptile has decent Speed already, with a Choice Scarf, Helioptile outspeeds the entire unboosted
tier metagame LC isn't really a tier. It also doesn't mind being locked onto a move much because of Volt Switch and its lack of good secondary options. The listed EV spread maximizes Special Attack and Speed. The remaining EVs are used to boost Helioptile’s defenses. A Modest nature is recommended because Helioptile needs all the extra power it can get, but with a Timid nature, Helioptile outspeeds +1 Speed Adamant Carvanha. Between its poor defenses and Solar Power recoil, Helioptile can rarely afford to take a hit. Berry Juice can be used instead to improve Helioptile's ability to switch into Flying-type moves.

Usage Tips
========
This set doesn't hit as hard as some other sun abusers, so recklessly using Thunderbolt at the start of the battle is inadvisable. That being said, it's best used early-game to deal chunks of damage while maintaining momentum and scouting out specific counters. It can be difficult to safely switch Helioptile in, but by making use of
its immunities to Thunder Wave and Ghost-types moves, Helioptile can get a free switch. Helioptile is weak without the sun. Therefore, saving it until later in the game when the sun can dependably I like "reliably" better but it's up to you be set can give it a chance to deal severe damage to the opposing team. Keep in mind that the Choice Scarf allows Helioptile to outspeed otherwise faster threats such as Misdreavus and Ponyta.

Team Options
========
Vulpix, Larvesta, and Ponyta are good teammates, as they can set up sun for Helioptile as well as burn common Fighting-types. Chlorophyll users such as Oddish, Bulbasaur, and Bellsprout appreciate Helioptile’s ability to threaten Fletchling and Vullaby. Knock Off support gives Helioptile a chance to sweep. Mienfoo is always a good option,(RC) and forms a VoltTurn core with Helioptile. Vullaby is another fantastic choice, as it can switch into the Ground-type attacks that threaten Helioptile. Vullaby can also use STAB Flying-type attacks to threaten Timburr and Croagunk, U-turn to form a VoltTurn core with Helioptile, or Defog to eliminate Stealth Rock for Vulpix and Fire-type sun abusers. Archen has an immunity to Ground-type attacks, can use Defog to remove Stealth Rock for your team’s Fire-types, carries Stealth Rock, which can help wear down Flying-types, as well as Knock Off and U-turn. Also, with Archen as a teammate, there is less pressure on Helioptile to take care of Fletchling.

Other Options
########
Life Orb is an option to improve Helioptile's damage output, but it doesn't appreciate the extra recoil damage and lack of Speed. Surf is unfortunately weakened by sun, but is a good secondary option outside of sun. Helioptile gets another solid ability in Dry Skin, which allows it to switch into Water-type attacks and threaten with a STAB Thunderbolt and Volt Switch, but Dry Skin sets are mostly outclassed by Chinchou. Helioptile also gets U-turn, which works against Ground-types and Chinchou. Parabolic Charge is basically an Electric-type Giga Drain that could theoretically help offset Solar Power recoil, but it's far too weak to be effective. Helioptile is the only Little Cup Electric type to get Sandstorm, which could theoretically be useful since it threatens Water-types, Pokemon that are common threats to sand teams. Helioptile also gets Sand Veil, which could be useful on a Sandstorm set or alongside Hippopotas. It gets two decent status moves in Glare and Toxic, but because of its poor defenses, Helioptile needs to spend most turns attacking. It gets some other moves like Agility, Charge Beam, Rain Dance, Thunder, but all of these moves are better used on Pokemon like Chinchou. Helioptile aslo has some decent physical moves,(RC) such as Wild Charge, Rock Slide, and Dragon Tail, but is hampered by its horrible Attack. Helioptile has many possible options, but most of them are not viable,(RC) due to its bad defense, poor Speed, and Special Attack that is entirely dependent on the sun.

Checks & Counters
########

**Ground-types**: Ground-types can switch in to prevent Helioptile from using Volt Switch. Diglett in particular can trap and KO Helioptile as well as Vulpix, which is an important factor Pokemon on most sun teams.

**Chinchou**: Not only does Chinchou outclass Helioptile I'm not sure how that makes it a check or counter but w/e, it also walls it unless it carries Hidden Power Grass or Hidden Power Ground.

**Lightningrod**: Goldeen lol, Blitzle, and Electrike can all switch in on Helioptile's STAB and pick up a stat boost.

**Bulky Normal-types**: Munchlax, Lickitung, and Porygon can take any attack from Helioptile with relative ease and can often deal significant damage back,(RC) due to Helioptile's poor defenses.

**Grass-types**: Grass-types resist Volt Switch and Thunderbolt, but must be wary of Hidden Power Fire. Snover, which gets rid of sun, gets special mention. Foongus, which can switch in repeatedly thanks to Regenerator, is another notable example or a Grass-type that is a huge threat to Helioptile.

**Fighting-types**: Fighting-types can KO easily with STAB Fighting-type moves, although none of them enjoy switching into STAB Thunderbolt in sun. Timburr and Croagunk deserve special mention because they can switch in and hit with priority moves Mach Punch and Vacuum Wave, respectively.

**Priority Attacks**: Anything with strong priority moves can do a good chunk of damage to Helioptile before even taking a hit back. As Helioptile can't take many hits and takes damage constantly from Solar Power, these moves can be a serious problem for Helioptile.


Nice job! No less than I would expect from you.
 
amcheck 1st time :3
add
remove (I kind of just put why it was wrong in brackets)

Helioptile, thanks to Solar Power, hits an incredible 24 Special Attack in the sun with maximum investment. Combined with its unique Electric / Normal typing, it holds a niche no other Pokemon can fill. It resists Flying-type attacks from threats like Fletchling and is immune to Ghost-type attacks from threats like Misdreavus. Along with its STAB Volt Switch, Helipotile becomes an asset to sun teams, covering up common Flying-type weaknesses and pivoting right back out again.

It does come with its flaws
, however(unnecessary and sounds awkward). Its Normal typing, while something of a blessing,(RC) is also a curse, as it leaves Helioptile susceptible to Fighting-types which are rampant in the metagame. It has bad defenses and a limited offensive movepool, despite having a great Special Attack. On top of that, it(too many it) Helioptile is completely dependent on the sun. Without the sun it, it's harshly outclassed by Chinchou.

Offensive
########
name: Offensive
move 1: Volt Switch
move 2: Thunderbolt
move 3: Dark Pulse
move 4: Hidden Power Ground / Hidden Power Grass / Hidden Power Fire
ability: Solar Power
item: Choice Scarf / Berry Juice
evs: 84 HP / 12 Def / 192 SpA / 12 SpD / 200 Spe
nature: Modest / Timid

Moves
========
Volt Switch helps keep momentum, in and out of sun. It can help safely bring in Chlorophyll users to sweep or Vulpix to set up sun. Thunderbolt is Helioptile’s strongest attack and gives it a chance to sweep when the opponent is weakened. Dark Pulse is Helioptile’s strongest coverage move, hitting Ghost-types like Misdreavus for super effective damage.
Hidden Power Ground and Hidden Power Grass give Helioptile super effective options for Chinchou, which otherwise walls this set. Hidden Power Ground hits Magnemite as well, but Hidden Power Grass hits Ground-types such as Drilbur (too repetitive) Hidden Power Ground gives Helioptile super effective options for Chinchou and Magnemite, which otherwise walls this set. While Hidden Power Grass hits Chinchou, and Ground-types such as Drilbur. On the other hand, Hidden Power Fire gives Helioptile nearly perfect coverage, with only Deino resisting every attack. It(Be careful, it can mean Hidden Power Fire, or Deino, or even Helioptile) Hidden Power Fire is further boosted by sun, which is essential given its low Base Power and hits Grass-types especially hard.

Set Details
========
This set gives Helioptile a chance to sweep late-game and
to function as a revenge killer. Although Helioptile has decent Speed already, with a Choice Scarf, Helioptile outspeeds the entire unboosted metagame. It also doesn't mind being locked onto into a move much because of Volt Switch and its lack of good secondary options. The listed EV spread maximizes Special Attack and Speed. The remaining EVs are used to boost Helioptile’s defenses. A Modest nature is recommended because Helioptile needs all the extra power it can get, but with a Timid nature, Helioptile outspeeds +1 Speed Adamant Carvanha. Between its poor defenses and Solar Power recoil, Helioptile can rarely afford to take a hit. Berry Juice can be used instead to improve Helioptile's ability to switch into Flying-type moves.

Usage Tips
========
This set doesn't hit as hard as some other sun abusers, so recklessly using Thunderbolt at the start of the battle is inadvisable. That being said, it's best used early-game to deal chunks of damage while maintaining momentum and scouting out specific counters. It can be difficult to safely switch Helioptile in, but by making use of its immunities to Thunder Wave and Ghost-types moves, Helioptile can get
a free switches. Helioptile is weak without the sun. Therefore, saving it until later in the game when the sun can dependably be set can give it a chance to deal severe damage to the opposing team. Keep in mind that the Choice Scarf allows Helioptile to outspeed otherwise faster threats such as Misdreavus and Ponyta.

Team Options
========
Vulpix, Larvesta, and Ponyta are good teammates, as they can set up sun for Helioptile as well as burn common Fighting-types. Chlorophyll users such as Oddish, Bulbasaur, and Bellsprout appreciate Helioptile’s ability to threaten Fletchling and Vullaby. Knock Off support gives Helioptile a chance to sweep. Mienfoo is always a good option and forms a VoltTurn core with Helioptile. Vullaby is another fantastic choice, as it can switch into
the Ground-type attacks that threaten Helioptile. Vullaby can also use STAB Flying-type attacks to threaten Timburr and Croagunk, U-turn to form a VoltTurn core with Helioptile, or Defog to eliminate Stealth Rock for Vulpix and Fire-type sun abusers. Archen has an immunity to Ground-type attacks, can use it is able to Defog to remove Stealth Rock for your team’s Fire-types, it carries Stealth Rock, which can help wear down Flying-types, as well as Knock Off and U-turn. Also, with Archen as a teammate, there is less pressure on Helioptile to take care of Fletchling.

Other Options
########
Life Orb is an option to improve Helioptile's damage output,
but it(once again it getting in the way) however Helioptile doesn't appreciate the extra recoil damage and the lack of Speed. Surf is unfortunately weakened by sun, but is a good secondary option outside of sun. Helioptile gets another solid ability in Dry Skin, which allows it to switch into Water-type attacks and threaten with STAB Thunderbolt and Volt Switch, but Dry Skin sets are mostly outclassed by Chinchou. Helioptile also gets U-turn, which works against Ground-types and Chinchou. Parabolic Charge is basically an Electric-type Giga Drain that could theoretically help offset Solar Power recoil, but it's far too weak to be effective. Helioptile is the only Little Cup Electric type to get Sandstorm, which could theoretically be useful since it threatens Water-types, Pokemon that are common threats to sand teams. Helioptile also gets Sand Veil, which could be useful on a Sandstorm set or alongside Hippopotas. It gets two decent status moves in which are Glare and Toxic, but because of its poor defenses, Helioptile needs to spend most turns attacking. It Helioptile gets some other moves like Agility, Charge Beam, Rain Dance, Thunder, but all of these moves are better used on Pokemon like Chinchou. Helioptile aslo(spelling) also has some decent physical moves such as Wild Charge, Rock Slide, and Dragon Tail, but they are is hampered by its Helioptiles's horrible Attack. Helioptile has many possible options, but most of them are not viable due to its bad defense, poor Speed, and Special Attack that is entirely dependent on the sun.

Checks & Counters
########

**Ground-types**: Ground-types can switch in to prevent Helioptile from using Volt Switch. Diglett in particular can trap and KO Helioptile as well as Vulpix, which is an important Pokemon on most sun teams.

**Chinchou**: Not only does Chinchou outclass Helioptile, it also walls it unless it carries Hidden Power Grass or Hidden Power Ground. Even then, Chinchou's special bulk is enough to be a problem to get through.

**Lightningrod**: Goldeen, Blitzle, and Electrike can all switch in on Helioptile's STAB and pick up a stat boost.

**Bulky Normal-types**: Munchlax, Lickitung, and Porygon can take any attack from Helioptile with relative ease and can often deal significant damage back due to Helioptile's poor defenses.

**Grass-types**: Grass-types resist Volt Switch and Thunderbolt, but must be wary of Hidden Power Fire. Snover, which gets rid of sun, gets
a special mention. Foongus, which can switch in repeatedly thanks to Regenerator, is another notable example or(spelling) of a Grass-type that is a huge threat to Helioptile.

**Fighting-types**: Fighting-types can
KO easily(mix up, easily KO sounds much better and doesn't explain what is being KOed) easily KO Helioptile with STAB Fighting-type moves, although none of them enjoy switching into STAB Thunderbolt in sun. Timburr and Croagunk deserve a special mention because they can switch in and hit with priority moves such as Mach Punch and Vacuum Wave, respectively(grammar wise it is correct, but style wise its not as good to have this).

**Priority Attacks**: Anything with strong priority
moves(be parallel with the subtitle, priority moves can be Follow Me) attacks can do a good chunk of damage to Helioptile before even taking a hit back(unneeded). As(unneeded) Helioptile can't take many hits and constantly takes damage constantly(mix up again) from Solar Power, these moves can be a serious problem for Helioptile.


Hope this helped!

[
 

fleurdyleurse

nobody,not even the rain,has such small hands
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hi
Overview
########
Helioptile, tThanks to Solar Power, Helioptile hits an incredible 24 Special Attack in the sun with maximum investment. Combined with its unique Electric / Normal typing, it holds a niche no other Pokemon can fill. It resists Flying-type attacks from threats likesuch as Fletchling and is immune to Ghost-type attacks from threats likesuch as Misdreavus. Along wWith its STAB Volt Switch, Helipoptile becomes an asset to sun teams, covering up common Flying-type weaknesses and pivoting right back out again.

ItHowever, Helioptile does come with its flaws, however. Its Normal typing, while something ofwhat a blessing, is also a curse, as it leaves Helioptile susceptible to Fighting-types which are rampant in the metagame. It has bad defenses and a limited offensive movepool, despite a great Special Attack. On top of that, it is completely dependent on the sun. Without it, it's harshly outclassed by Chinchou.

Offensive
########
name: Offensive
move 1: Volt Switch
move 2: Thunderbolt
move 3: Dark Pulse
move 4: Hidden Power Ground / Hidden Power Grass / Hidden Power Fire
ability: Solar Power
item: Choice Scarf / Berry Juice
evs: 84 HP / 12 Def / 192 SpA / 12 SpD / 200 Spe
nature: Modest / Timid

Moves
========
Volt Switch helps keep momentum, in and out of sun. It can help to safely bring in Chlorophyll users to sweep or Vulpix to set up sun. Thunderbolt is Helioptile's strongest attack and gives it a chance to sweep when the opponent is weakened. Dark Pulse is Helioptile’s strongest coverage move, hitting Ghost-types likesuch as Misdreavus for super effective damage. Hidden Power Ground and Hidden Power Grass give Helioptile super effective options forto hit Chinchou, whicho would otherwise walls this set, super effectively. Hidden Power Ground hits Magnemite as well, but Hidden Power Grass hits Ground-types such as Drilbur. On the other hand, Hidden Power Fire gives Helioptile nearly perfect coverage, with only Deino resisting every attack. It is further boosted by sun, which is essential given its low Base Power, and hits Grass-types especially hard.

Set Details
========
This set gives Helioptile a chance to sweep late-game and function as a revenge killer. Although Helioptile has decent Speed already, with a Choice Scarf, Helioptile outspeeds the entire unboosted metagame. It also doesn't mind being locked onto a move much because of Volt Switch and its lack of good secondary options. The listed EV spread maximizes Special Attack and Speed. The remaining EVs are used to boost Helioptile’s defenses. A Modest nature is recommended because Helioptile needs all the extra power it can get, but with a Timid nature, Helioptile outspeeds +1 Speed Adamant Carvanha. Between its poor defenses and Solar Power recoil, Helioptile can rarely afford to take a hit. Berry Juice can be used instead to improve Helioptile's ability to switch into Flying-type moves.

Usage Tips
========
This set doesn't hit as hard as some other sun abusers, so recklessly using Thunderbolt at the start of the battle is inadvisable. That being said, it'Helioptile is best used early-game to deal chunks of damage while maintaining momentum and scouting out specific counters. It can be difficult to safely switch Helioptile in, but by making use of its immunities to Thunder Wave and Ghost-types moves, Helioptile can get a free switch. Helioptile is weak without the sun. ThereforeAs such, saving it until later in the game when the sun can be dependably be set can give it a chance to deal severe damage to the opposing team. KeepBear in mind that the Choice Scarf allows Helioptile to outspeed otherwise faster threats such as Misdreavus and Ponyta.

Team Options
========
Vulpix, Larvesta, and Ponyta are good teammates, as they can set up sun for Helioptile as wellnd also burn common Fighting-types. Chlorophyll users such as Oddish, Bulbasaur, and Bellsprout appreciate Helioptile's ability to threaten Fletchling and Vullaby. Knock Off support gives Helioptile a chance to sweep. Mienfoo is always a good option and forms a VoltTurn core with Helioptile. Vullaby is another fantastic choice, as it can switch into the Ground-type attacks that threaten Helioptile. Vullaby can also use STAB Flying-type attacks to threaten Timburr and Croagunk, U-turn to form a VoltTurn core with Helioptile, or Defog to eliminate Stealth Rock for Vulpix and Fire-type sun abusers. Archen has an immunity to Ground-type attacks, can use Defog to remove Stealth Rock for your team’s Fire-types, carries Stealth Rock, which can help wear down Flying-types, as well as Knock Off and U-turn. Also, with Archen as a teammate, there is less pressure on Helioptile to take care of Fletchling.

Other Options
########
Life Orb is an option to improve Helioptile's damage output, but it doesn't appreciate the extra recoil damage and lack of Speed. Surf is, unfortunately, weakened by sun, but is a good secondary option outside of sun. Helioptile gets another solid ability in Dry Skin, which allows it to switch into Water-type attacks and threaten with STAB Thunderbolt and Volt Switch, but Dry Skin sets are mostly outclassed by Chinchou. Helioptile also gets U-turn, which works against Ground-types and Chinchou. Parabolic Charge is basically an Electric-type Giga Drain that could theoretically help offset Solar Power recoil, but it's far too weak to be effective. Helioptile is the only Little Cup Electric -type to get Sandstorm, which could theoretically be useful asince it threatens Water-types, Pokemon that are common threats to sand teams. Helioptile also gets Sand Veil, which could be useful on a Sandstorm set or alongside Hippopotas. It gets two decent status moves in Glare and Toxic, but because of its poor defenses, Helioptile needs to spend most turns attacking. It gets some other moves likesuch as Agility, Charge Beam, Rain Dance, and Thunder, but all of these moves are better used on Pokemon like Chinchou. Helioptile aslso has some decent physical moves such as Wild Charge, Rock Slide, and Dragon Tail, but is hampered by its horrible Attack. Helioptile has many possible options, but most of them are not viable due to its bad dDefense, poor Speed, and Special Attack that is entirely dependent on the sun.

Checks & Counters
########

**Ground-types**: Ground-types can switch in to prevent Helioptile from using Volt Switch. Diglett, in particular, can trap and KO Helioptile as well as Vulpix, which is an important Pokemon on most sun teams.

**Chinchou**: Not only does Chinchou outclass Helioptile, it also walls it unless it carries Hidden Power Grass or Hidden Power Ground. Even then, Chinchou's special bulk is enough to be a problem to get through.

**Lightningr Rod**: Goldeen, Blitzle, and Electrike can all switch in on Helioptile's STAB and pick up a statSpecial Attack boost thanks to Lightning Rod.

**Bulky Normal-types**: Munchlax, Lickitung, and Porygon can take any attack from Helioptile with relative ease and can often deal significant damage back due to Helioptile's poor defenses.

**Grass-types**: Grass-types resist Volt Switch and Thunderbolt, but must be wary of Hidden Power Fire. Snover, which gets rid of sun, gets a special mention. Foongus, which can switch in repeatedly thanks to Regenerator, is another notable example orf a Grass-type that is a huge threat to Helioptile.

**Fighting-types**: Fighting-types can KO Helioptile easily with STAB Fighting-type moves, although none of them enjoy switching into STAB Thunderbolt in sun. Timburr and Croagunk deserve special mentions because they can switch in and hit with priority moves Mach Punch and Vacuum Wave, respectively.

**Priority Attacks**: Anything with strong priority moveattacks can doeal a good chunk of damage to Helioptile before even taking a hit back. As Helioptile can't take many hits and takes damage constantly from Solar Power, these moves can be a serious problem for Helioptile.

gp 1/2
 
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Overview
########
Thanks to Due to its ability Solar Power, Helioptile hits an incredible 24 Special Attack in the sun with maximum investment. Combined In combination with its unique Electric / Normal typing, it holds a niche no other Pokemon can fill. It resists Flying-type attacks from common threats such as Fletchling and is immune to Ghost-type attacks from threats such as Misdreavus. With its access to a STAB Volt Switch, Helioptile becomes an asset to sun teams, covering up common Flying-type weaknesses and pivoting right back out again.

However, Helioptile does come with its flaws, however. I its Normal typing, while somewhat a blessing, is also a curse, as it leaves Helioptile susceptible to Fighting-types which are rampant commonly seen in the metagame. It also has bad defenses and a limited offensive movepool, despite a great which makes it difficult to put its great Special Attack to use. On top of that, it is completely dependent on the sun, (AC) which doesn't stay up too long (you want to mention why this is a bad thing). Without it the sun, it's harshly very outclassed by Chinchou.

Offensive
########
name: Offensive
move 1: Volt Switch
move 2: Thunderbolt
move 3: Dark Pulse
move 4: Hidden Power Ground / Hidden Power Grass / Hidden Power Fire
ability: Solar Power
item: Choice Scarf / Berry Juice
evs: 84 HP / 12 Def / 192 SpA / 12 SpD / 200 Spe
nature: Modest / Timid

Moves
========
Volt Switch helps (it doesn't exactly help, it just does) keep momentum in and out of sun. Volt Switch It also can help to safely bring in Chlorophyll users to sweep or Vulpix to set up sun. Thunderbolt is Helioptile's strongest main STAB attack and gives it a chance to sweep when the opponent is weakened (I don't get this, either rephrase or cut). Dark Pulse is Helioptile’s strongest best coverage move, hitting Ghost-types such as Misdreavus for super effective damage. Hidden Power Ground and Hidden Power Grass give Helioptile options a way to hit Chinchou, which would otherwise wall this set, super effectively. Hidden Power Ground hits Magnemite as well, but Hidden Power Grass hits Ground-types such as Drilbur. On the other hand, (This would work if you only had 2 options) Hidden Power Fire is also an option as it gives Helioptile nearly perfect coverage, with only Deino resisting every attack. It is further boosted by sun, which is essential given its low Base Power, and hits Grass-types especially hard.

Set Details
========
This set gives Helioptile a chance to sweep late-game can work as a late game sweeper and mainly functions as a revenge killer. Although Helioptile has decent Speed Despite already having decent Speed (just clears it up a bit, it backs up why Choice Scarf is better) , with a Choice Scarf, Helioptile outspeeds the entire unboosted metagame. It Helioptile (you need to work on this, choose between Helioptile and "it". I changed it to Helioptile because it is what you've been writing so far) also doesn't mind being locked ointo a move much because of Volt Switch and its lack of good secondary options. The listed EV spread maximizes Special Attack and Speed. The remaining EVs are used to boost Helioptile’s defenses. A Modest nature is recommended because Helioptile needs all the extra power it can get will hit much harder, making its job as a revenge killer easier, but with a Timid nature and a scarf, Helioptile outspeeds +1 Speed Adamant Carvanha. Between Due to its poor defenses and Solar Power recoil, Helioptile can rarely afford to take a hit, (AP) which is why Berry Juice can be used instead to improve Helioptile's ability to switch into Flying-type moves.

Usage Tips
========a (lol)
This set doesn't hit as hard as some other sun abusers, so recklessly using Thunderbolt at the start of the battle is inadvisable. That being said, Helioptile is best used early-game to deal chunks of damage while maintaining momentum with Volt Switch and scouting out specific counters. It can be difficult to safely switch Helioptile in, but by making use of its immunities to Thunder Wave and Ghost-type moves, Helioptile can get a free switch (I would advise mentioning Flying resistances, but that's just me). Helioptile is weak without the sun. As such, so saving it until later in the game when the sun can be dependably set can give it a chance to deal severe damage to the opposing team. Bear in mind that the Choice Scarf allows Helioptile to outspeed otherwise faster threats such as Misdreavus and Ponyta.

Team Options
========
Vulpix, Larvesta, and Ponyta are good teammates, as they can set up sun for Helioptile and burn common Fighting-types. Chlorophyll users such as Oddish, Bulbasaur, and Bellsprout appreciate Helioptile's ability to threaten Fletchling and Vullaby. Knock Off support gives Helioptile a better chance to at sweeping. Mienfoo is always a good option and forms a VoltTurn core with Helioptile. Vullaby is another fantastic choice, as it can switch into the Ground-type attacks that threaten Helioptile. Vullaby, and can also use STAB Flying-type attacks to threaten Timburr and Croagunk, U-turn to form a VoltTurn core with Helioptile (You can keep this, but I wouldn't advise it as we already know this and is just extra imformation) , or Defog to eliminate Stealth Rock for Vulpix and Fire-type sun abusers. Archen has an immunity to Ground-type attacks, can use Defog to remove Stealth Rock for your team’s Fire-types, carries Stealth Rock, which can help wear down Flying-types, as well as Knock Off and U-turn. Alsonother bonus of having, with Archen as a teammate, (RC) is that there is less pressure on Helioptile to take care of Fletchling.

Other Options
########
Life Orb is an option to improve Helioptile's damage output, but it doesn't appreciate the extra recoil damage and lack of Speed loss of Speed gained from a Choice Scarf. Surf is unfortunately weakened by sun, but is a good secondary option outside of sun. Helioptile gets another solid ability in Dry Skin, which allows it to switch into Water-type attacks and threaten with STAB Thunderbolt and Volt Switch, but Dry Skin sets are mostly outclassed by Chinchou (Mention how it has Volt Absorb, which is infinitely better). Helioptile also gets U-turn, which works against Ground-types and Chinchou. Parabolic Charge is basically an Electric-type Giga Drain that could theoretically help offset Solar Power recoil, but it's far too weak to be effective. Helioptile is the only Little Cup Electric type to get Sandstorm, which could theoretically be useful as it threatens Water-types, Pokemon that are common threats to sand teams. Helioptile also gets Sand Veil, which could be useful on a Sandstorm set or alongside Hippopotas. It gets two decent status moves in Glare and Toxic, but because of its poor defenses, Helioptile needs to spend most of its turns attacking. It Helioptile gets some other moves such as Agility, Charge Beam, Rain Dance, and Thunder, but all of these moves are better used on Pokemon like Chinchou. Helioptile also has some decent physical moves such as Wild Charge, Rock Slide, and Dragon Tail, but is hampered by its horrible Attack. Helioptile has many possible options, but most of them are not viable due to its bad defenses, poor Speed, and Special Attack that is entirely dependent on the sun. (Unnecessary)

Checks & Counters
########

**Ground-types**: Ground-types can switch in to prevent Helioptile from using Volt Switch. Diglett in particular can trap and KO Helioptile as well as Vulpix, which is an important Pokemon on most sun teams.

**Chinchou**: Not only does Chinchou outclass Helioptile, it also walls it unless it carries Hidden Power Grass or Hidden Power Ground. Even then, Chinchou's special bulk is enough to be a problem to get through.

**Lightning Rod**: Lightning Rod users such as Goldeen, Blitzle, and Electrike can all switch in on Helioptile's STAB and pick up get a Special Attack boost thanks to their ability, Lightning Rod.

**Bulky Normal-types**: Munchlax, Lickitung, and Porygon can take any attack from Helioptile with relative ease and can often deal significant damage back due to Helioptile's poor defenses.

**Grass-types**: Grass-types resist Volt Switch and Thunderbolt, but must be wary of Hidden Power Fire. Snover, which gets rid of sun, gets a special mention as it gets rid of sun. Foongus, which can switch in repeatedly thanks to Regenerator, is another notable example of a Grass-type that is a huge threat to Helioptile.

**Fighting-types**: Fighting-types can KO Helioptile easily with STAB Fighting-type moves, although none of them enjoy switching into STAB Thunderbolt in sun. Timburr and Croagunk deserve get special mentions because they can switch in and hit with priority moves Mach Punch and Vacuum Wave, respectively.

**Priority Attacks**: Anything with strong priority attacks can deal a good chunk of damage to Helioptile before even taking a hit back. As Since Helioptile can't take many hits and takes damage constantly from Solar Power each turn, these moves can be a serious problem for Helioptile.
[/quote]


This is a lot, but don't be discouraged! I'm not GP, but I think you should look out for using "it" and "(pokemon in question)" as it is just confusing and is generally not good grammar-wise.

edit: this got a 51/60 on RMC, if it influences whether you want to implement it or not
 
Last edited:

GatoDelFuego

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lazy alphose not checking his own work imo

Lord Alphose

REMOVE CHANGE COMMENTS

Overview
########
Due to its ability Solar Power, Helioptile hits an incredible 24 Special Attack in the sun with maximum investment. Combined with its unique Electric / Normal typing, it holds a niche no other Pokemon can fill. It resists Flying-type attacks from threats such as Fletchling and is immune to Ghost-type attacks from threats such as Misdreavus. With its STAB Volt Switch, Helioptile becomes an asset to sun teams, covering up common Flying-type weaknesses and pivoting right back out again.

However, its Normal typing, while somewhat a blessing, is also a curse, as it leaves Helioptile susceptible to Fighting-types which are rampant in the metagame. It has bad defenses and a limited offensive movepool, despite a great Special Attack. On top of that, it is completely dependent on the sun. Without it, it's harshly outclassed by Chinchou.

Offensive
########
name: Offensive
move 1: Volt Switch
move 2: Thunderbolt
move 3: Dark Pulse
move 4: Hidden Power Ground / Hidden Power Grass / Hidden Power Fire
ability: Solar Power
item: Choice Scarf / Berry Juice
evs: 84 HP / 12 Def / 192 SpA / 12 SpD / 200 Spe
nature: Modest / Timid

Moves
========
Volt Switch helps keep momentum in and out of sun. It can also help to safely bring in Chlorophyll users to sweep or Vulpix to set up sun. Thunderbolt is Helioptile's strongest attack and gives it a chance to sweep when the opponent is weakened. Dark Pulse is Helioptile's best coverage move, hitting Ghost-types such as Misdreavus for super effective damage. Hidden Power Ground and Hidden Power Grass give Helioptile a way to hit Chinchou, which would otherwise wall this set, super effectively. Hidden Power Ground hits Magnemite as well, but Hidden Power Grass hits Ground-types such as Drilbur. Hidden Power Fire gives Helioptile nearly perfect coverage, with only Deino resisting every attack. It is further boosted by sun, which is essential given its low Base Power, and hits Grass-types especially hard.

Set Details
========
This set can function as a late-game sweeper and a revenge killer. Although Helioptile has decent Speed already, with a Choice Scarf, Helioptile outspeeds the entire unboosted metagame. It also doesn't mind being locked into a move much because of Volt Switch and its lack of good secondary options. The listed EV spread maximizes Special Attack and Speed. The remaining EVs are used to boost Helioptile's defenses. A Modest nature is recommended because Helioptile needs all the extra power it can get, but with a Timid nature, Helioptile outspeeds +1 Speed Adamant Carvanha. Between its poor defenses and Solar Power recoil, Helioptile can rarely afford to take a hit, so Berry Juice can be used instead to improve Helioptile's ability to switch into Flying-type moves.

Usage Tips
========
This set doesn't hit as hard as some other sun abusers, so recklessly using Thunderbolt at the start of the battle is inadvisable. That being said, Helioptile is best used early-game to deal chunks of damage while maintaining momentum and scouting out specific counters. It can be difficult to safely switch Helioptile in, but by making use of its immunities to Thunder Wave and Ghost-type moves, Helioptile can get a free switch. Helioptile is weak without the sun. As such, saving it until later in the game when the sun can be dependably set can give it a chance to deal severe damage to the opposing team. Bear in mind that the Choice Scarf allows Helioptile to outspeed otherwise faster threats such as Misdreavus and Ponyta.

Team Options
========
Vulpix, Larvesta, and Ponyta are good teammates, as they can set up sun for Helioptile and burn common Fighting-types. Chlorophyll users such as Oddish, Bulbasaur, and Bellsprout appreciate Helioptile's ability to threaten Fletchling and Vullaby. Knock Off support gives Helioptile a chance to sweep. Mienfoo is always a good option and forms a VoltTurn core with Helioptile. Vullaby is another fantastic choice, as it can switch into the Ground-type attacks that threaten Helioptile. Vullaby can also use STAB Flying-type attacks to threaten Timburr and Croagunk, U-turn to form a VoltTurn core with Helioptile, or Defog to eliminate Stealth Rock for Vulpix and Fire-type sun abusers. Archen has an immunity to Ground-type attacks, can use Defog to remove Stealth Rock for your team's Fire-types, carries Stealth Rock, which can help wear down Flying-types, as well as use Knock Off and U-turn. Also, with Archen as a teammate, there is less pressure on Helioptile to take care of Fletchling.

Other Options
########
Life Orb is an option to improve Helioptile's damage output, but it Helioptile doesn't appreciate the extra recoil damage and lack of Speed. Surf is unfortunately weakened by sun, but is a good secondary option outside of sun. Helioptile gets another solid ability in Dry Skin, which allows it to switch into Water-type attacks and threaten with STAB Thunderbolt and Volt Switch, but Dry Skin sets are mostly outclassed by Chinchou. Helioptile also gets U-turn, which works against Ground-types and Chinchou. Parabolic Charge is basically an Electric-type Giga Drain that could theoretically help offset Solar Power recoil, but it's far too weak to be effective. Helioptile is the only Little Cup Electric-type to get Sandstorm, which could theoretically be useful as it Helioptile threatens Water-types, Pokemon that are common threats to sand teams. Helioptile also gets Sand Veil, which could be useful on a sandstorm set or alongside Hippopotas. It gets two decent status moves in Glare and Toxic, but because of its poor defenses, Helioptile needs to spend most turns attacking. It gets some other moves such as Agility, Charge Beam, Rain Dance, and Thunder, but all of these moves are better used on Pokemon like Chinchou. Helioptile also has some decent physical moves such as Wild Charge, Rock Slide, and Dragon Tail, but is hampered by its horrible Attack. Helioptile has many possible options, but most of them are not viable due to its bad defenses, poor Speed, and Special Attack that is entirely dependent on the sun.

Checks & Counters
########

**Ground-types**: Ground-types can switch in to prevent Helioptile from using Volt Switch. Diglett in particular can trap and KO Helioptile as well as Vulpix, which is an important Pokemon on most sun teams.

**Chinchou**: Not only does Chinchou outclass Helioptile, it Chinchou also walls it unless it carries Hidden Power Grass or Hidden Power Ground. Even then, Chinchou's special bulk is enough to be a problem to get through.

**Lightning Rod**: Lightning Rod users such as Goldeen, Blitzle, and Electrike can all switch in on Helioptile's STAB moves and pick up a Special Attack boost.

**Bulky Normal-types**: Munchlax, Lickitung, and Porygon can take any attack from Helioptile with relative ease and can often deal significant damage back due to Helioptile's poor defenses.

**Grass-types**: Grass-types resist Volt Switch and Thunderbolt, but must be wary of Hidden Power Fire. Snover gets a special mention, as it gets rid of the sun. Foongus, which can switch in repeatedly thanks to Regenerator, is another notable example of a Grass-type that is a huge threat to Helioptile.

**Fighting-types**: Fighting-types can KO Helioptile easily with STAB Fighting-type moves, although none of them enjoy switching into STAB Thunderbolt in sun. Timburr and Croagunk deserve special mentions because they can switch in and hit with priority moves Mach Punch and Vacuum Wave, respectively.

**Priority Attacks**: Anything with strong priority attacks can deal a good chunk of damage to Helioptile before even taking a hit back. As Helioptile can't take many hits and takes damage from Solar Power each turn, these moves can be a serious problem for Helioptile.

2/2
 
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