Anthiese
formerly Jac
QC: Corporal Levi / OP / Mambo / sparktrain
GP: Yonko7 Winry
Overview
########
Being an Electric-type in LC means two things: you'll have to compete with Chinchou, and you're more or less bothered by all the Ground-types. At first, Helioptile looks like it's a massively inferior Chinchou that hits less hard, but underneath you'll see a paralyzing move in Glare, which can hit Ground-type and just about anything else as long as they aren't an Electric-type or have Limber. You'll also see a great momentum move in U-turn, which allows it to get past being trapped by Ground-types. Lastly, it's immune to Water-type moves, making it an excellent switch-in on Water-types akin to Croagunk.
[SET]
name: Paralysis Pivot
move 1: Glare
move 2: U-turn
move 3: Thunderbolt
move 4: Surf / Hidden Power Ground
item: Eviolite
ability: Dry Skin
nature: Timid
evs: 4 HP / 172 Def / 32 SpA / 96 SpD / 196 Spe
Moves
========
This set allows for all of Helioptile's good qualities to shine all at once. Glare sets things in motion, providing paralysis support and statusing almost everything in sight. U-turn is used to simply escape Ground-types and other Electric-types to switch in an appropriate check. Thunderbolt hits somewhat comfortably off of Helioptile's meager Special Attack. Surf and Hidden Power Ground are both present to aim for Helioptile's common switch-ins. Surf hits Ground-types and covers Rock- and Fire-types while Hidden Power Ground hits Electric-types such as Chinchou and Magnemite.
Set Details
=========
The EVs are to raise Helioptile's defenses to 12 to help it take an unresisted hit a bit better than if it was uninvested. Max Speed allows it to tie with a majority of the metagame. Timid nature may lower Attack, but U-turn isn't on this set to deal damage, it's to serve the purpose of helping you deal with Ground-types. There's minimal investment in HP to bump it up to 21. And lastly, the rest is dumped into Special Attack to give a little kick to Helioptile's attacks. Note that the EVs shouldn't change when using Hidden Power Ground.
Usage Tips
========
Helioptile should come in on Water-type attacks and then punish the opposition with Glare or Thunderbolt. Surf and U-turn can be used if an opposing Ground-type comes in. Otherwise, if it's something you're not able to handle, U-turn into an appropriate check or counter.
Team Options
=========
Being partly a Normal-type, Helioptile cannot deal with the pressure from Fighting-types. A Fairy-type such as Snubbull can act as your liaison, soaking up hits, and healing statuses Helioptile might receive, and in return Helioptile's able to slow down more annoying threats and help Snubbull break them down. As a VoltTurn Pokemon, Helioptile greatly appreciates some entry hazard control to keep it with as much health as possible and to wear down threats. Drilbur and Archen can both rid the field of entry hazards and set their own as well as deal hefty amounts of damage if needed. Next, enemy Electric-types usually get free damage and a free switch-in if you're utilizing Glare too much. A Ground-type such Diglett can trap and KO them and open the pathway to a more manageable battle. Finally, VoltTurn partners can help shift the momentum in your favor. Bring out Mienfoo to handle bulky walls that need Knocked Off or utilize Fletchling to break apart Grass-types. Chinchou can act as a cleric while Larvesta can bother an annoying Fighting-type.
Other Options
==========
Helioptile still has Volt Switch in its arsenal and can run it along side Hidden Power Ground and Surf to catch all problems. However, you miss out on escaping. Dual Screens would be a fantastic defensive application because it can also can use U-turn to get out of unfavorable situations, but Helioptile's longevity is an issue. Quick Attack alongside Surf is able to break Sash Diglett as well as net a few extra priority-based KOs. Other special attacking moves include Dark Pulse, which would do well against Ghost-types, yet Thunderbolt outdamages it; while Signal Beam which would help versus Dark-, and Grass-types. However the more common Grass-types that have a secondary typing in LC resist Bug so it's not the best attacking option. Other item options include Life Orb to supplement Helioptile's damage and Berry Juice to help Helioptile survive more than a few hits.
Checks and Counters
==============
**Electric-types** Chinchou and Magnemite not only resist Helioptile's STAB, but they are both immune to being paralyzed by Glare; however, they both fear Hidden Power Ground to an extent.
**Ground-types** Though Diglett and Drilbur are both heavily damaged by Surf, the former outspeeds while the latter ties with Helioptile and can OHKO it with Earthquake. However, on the switch in, they can be paralyzed and left for a better equipped teammate.
**Fighting-types** Mienfoo and Timburr are somewhat resilient to Helioptile's meager attacks and can deal massive damage back with Drain Punch. While the former is bothered by paralysis, the latter would love to receive an attack boost from Glare thanks to Guts.
**Grass-types** Dual-typed Grass-types such as Cottonee, Pumpkaboo, Ferroseed, and Foongus all resist Helioptile's common move choices.
**Clerics** Fairy-type clerics such as Snubbull and Spritzee do not mind Helioptile's attacks so much and can also eliminate the paralysis that it's spreading.
GP: Yonko7 Winry
Overview
########
Being an Electric-type in LC means two things: you'll have to compete with Chinchou, and you're more or less bothered by all the Ground-types. At first, Helioptile looks like it's a massively inferior Chinchou that hits less hard, but underneath you'll see a paralyzing move in Glare, which can hit Ground-type and just about anything else as long as they aren't an Electric-type or have Limber. You'll also see a great momentum move in U-turn, which allows it to get past being trapped by Ground-types. Lastly, it's immune to Water-type moves, making it an excellent switch-in on Water-types akin to Croagunk.
[SET]
name: Paralysis Pivot
move 1: Glare
move 2: U-turn
move 3: Thunderbolt
move 4: Surf / Hidden Power Ground
item: Eviolite
ability: Dry Skin
nature: Timid
evs: 4 HP / 172 Def / 32 SpA / 96 SpD / 196 Spe
Moves
========
This set allows for all of Helioptile's good qualities to shine all at once. Glare sets things in motion, providing paralysis support and statusing almost everything in sight. U-turn is used to simply escape Ground-types and other Electric-types to switch in an appropriate check. Thunderbolt hits somewhat comfortably off of Helioptile's meager Special Attack. Surf and Hidden Power Ground are both present to aim for Helioptile's common switch-ins. Surf hits Ground-types and covers Rock- and Fire-types while Hidden Power Ground hits Electric-types such as Chinchou and Magnemite.
Set Details
=========
The EVs are to raise Helioptile's defenses to 12 to help it take an unresisted hit a bit better than if it was uninvested. Max Speed allows it to tie with a majority of the metagame. Timid nature may lower Attack, but U-turn isn't on this set to deal damage, it's to serve the purpose of helping you deal with Ground-types. There's minimal investment in HP to bump it up to 21. And lastly, the rest is dumped into Special Attack to give a little kick to Helioptile's attacks. Note that the EVs shouldn't change when using Hidden Power Ground.
Usage Tips
========
Helioptile should come in on Water-type attacks and then punish the opposition with Glare or Thunderbolt. Surf and U-turn can be used if an opposing Ground-type comes in. Otherwise, if it's something you're not able to handle, U-turn into an appropriate check or counter.
Team Options
=========
Being partly a Normal-type, Helioptile cannot deal with the pressure from Fighting-types. A Fairy-type such as Snubbull can act as your liaison, soaking up hits, and healing statuses Helioptile might receive, and in return Helioptile's able to slow down more annoying threats and help Snubbull break them down. As a VoltTurn Pokemon, Helioptile greatly appreciates some entry hazard control to keep it with as much health as possible and to wear down threats. Drilbur and Archen can both rid the field of entry hazards and set their own as well as deal hefty amounts of damage if needed. Next, enemy Electric-types usually get free damage and a free switch-in if you're utilizing Glare too much. A Ground-type such Diglett can trap and KO them and open the pathway to a more manageable battle. Finally, VoltTurn partners can help shift the momentum in your favor. Bring out Mienfoo to handle bulky walls that need Knocked Off or utilize Fletchling to break apart Grass-types. Chinchou can act as a cleric while Larvesta can bother an annoying Fighting-type.
Other Options
==========
Helioptile still has Volt Switch in its arsenal and can run it along side Hidden Power Ground and Surf to catch all problems. However, you miss out on escaping. Dual Screens would be a fantastic defensive application because it can also can use U-turn to get out of unfavorable situations, but Helioptile's longevity is an issue. Quick Attack alongside Surf is able to break Sash Diglett as well as net a few extra priority-based KOs. Other special attacking moves include Dark Pulse, which would do well against Ghost-types, yet Thunderbolt outdamages it; while Signal Beam which would help versus Dark-, and Grass-types. However the more common Grass-types that have a secondary typing in LC resist Bug so it's not the best attacking option. Other item options include Life Orb to supplement Helioptile's damage and Berry Juice to help Helioptile survive more than a few hits.
Checks and Counters
==============
**Electric-types** Chinchou and Magnemite not only resist Helioptile's STAB, but they are both immune to being paralyzed by Glare; however, they both fear Hidden Power Ground to an extent.
**Ground-types** Though Diglett and Drilbur are both heavily damaged by Surf, the former outspeeds while the latter ties with Helioptile and can OHKO it with Earthquake. However, on the switch in, they can be paralyzed and left for a better equipped teammate.
**Fighting-types** Mienfoo and Timburr are somewhat resilient to Helioptile's meager attacks and can deal massive damage back with Drain Punch. While the former is bothered by paralysis, the latter would love to receive an attack boost from Glare thanks to Guts.
**Grass-types** Dual-typed Grass-types such as Cottonee, Pumpkaboo, Ferroseed, and Foongus all resist Helioptile's common move choices.
**Clerics** Fairy-type clerics such as Snubbull and Spritzee do not mind Helioptile's attacks so much and can also eliminate the paralysis that it's spreading.
Overview
########
-obligatory this is cute lets posterchild the hell out of cuteness
+Dry Skin = Water Immunity
+U-Turn keeps it from being Ground / VA bait (plus it's the only Elec in LC who has this)
+Glare paralyzes everything bar limber + elecs
-Has terrible bulk
-Middling power behind it's moves
Paralysis Pivot
########
name: Helioptile
move 1: Glare
move 2: U-Turn
move 3: Thunderbolt
move 4: Surf / Hidden Power Ground
ability: Dry Skin
item: Eviolite
evs: 4 HP / 172 Def / 36 SpA / 96 SpD / 196 Spe
nature: Timid
Moves
========
-Glare paralyzes enemy threats to impair the enemy team
-U-Turn is for momentum as well as ignoring grounds and elec immune mons who switch in
-TBolt is STAB
-Surf covers Ground switchins as well as nailing Rocks and Fires
-HP Ground nails Chou, and Mag your worst nightmares
Set Details
========
-Defenses are raises to 12 (Eviolite numbers) to maximize on defenses
-Max Speed + Timid Nature hits 17 Speed
-speaking of Timid, we're trying to keep defenses at eviolite numbers and U-Turn is only really here for momentum reasons
-4 HP is filler EVs to bump up to 21 HP
-rest in SpA to give some oomph to it's moves
Usage Tips
========
-Paralyze switch ins and then U-Turn out
-Come in on predicted Water type attacks to regain HP
-Tbolt + Surf / HP Ground things but dont expect to kill most of the time
Team Options
========
-Fighting Check
Snubbull keeps you status free as well as it beats most Fighting Types, while Fletchling keeps momentum alive and beats most of not all of them.
-Hazard Support to benefit both ends (removal + extra damage to aid in KOs)
Drilbur appreciates you getting Water types off it's back, in turn it can spin and set rocks for you. Archen also can set SR as well as utilize Defog.
-Electric Check
Diglett can trap and OHKO most Electrics in LC (ties with Torb and Elekid)
-VoltTurn
In order to keep momentum on your side, Pokemon with U-Turn and Volt Switch such as Mienfoo, Chinchou, Larvesta, and Archen are great assets to keeping team momentum and helping support Helio at the same time.
Other Options
########
-Volt Switch can be used over U-Turn but it allows Grounds + Chinchou to block your escape
-Screens + Light Clay but longevity is an issue
-Quick Attack is priority as well as STAB, also Surf + QA gets rid of Sash Diglett
-Bleh special options like: Dark Pulse and Signal Beam
-Volt Switch + Surf + HP Ground give you STAB + dual coverage + momentum and a free slot for Glare
-LO over Eviolite to add some meat to your attacks
-BJ over Eviolite for a bit more longevity
Checks & Counters
########
**Electrics** Chou + Mag wall Helio's coverage as well as are immune to Glare, however they do fear HP Ground (the former only if LO Helio + BJ Chou)
**Grounds** Diglett + Drilbur altho weak to Surf and can be paralyzed by Glare, can overpower Helio and can also come in on TBolt and OHKO with EQ
**Fightings** Foo +Timburr are too bulky for Helio to take on by itself and will win with the combo of KO + Drain, also Timburr gets an attack boost if statused.
**Grasses** Foongus + Ferroseed + Pumpkaboo + Cottonee take little to no damage from Helio's coverage and are all neutral to U-Turn. However Cottonee most of all would rather not be paralyzed.
**Clerics** Spritzee + Snubbull stops Glare and most if not clerics are resilient to Helio's attacks as well
########
+Dry Skin = Water Immunity
+U-Turn keeps it from being Ground / VA bait (plus it's the only Elec in LC who has this)
+Glare paralyzes everything bar limber + elecs
-Has terrible bulk
-Middling power behind it's moves
Paralysis Pivot
########
name: Helioptile
move 1: Glare
move 2: U-Turn
move 3: Thunderbolt
move 4: Surf / Hidden Power Ground
ability: Dry Skin
item: Eviolite
evs: 4 HP / 172 Def / 36 SpA / 96 SpD / 196 Spe
nature: Timid
Moves
========
-Glare paralyzes enemy threats to impair the enemy team
-U-Turn is for momentum as well as ignoring grounds and elec immune mons who switch in
-TBolt is STAB
-Surf covers Ground switchins as well as nailing Rocks and Fires
-HP Ground nails Chou, and Mag your worst nightmares
Set Details
========
-Defenses are raises to 12 (Eviolite numbers) to maximize on defenses
-Max Speed + Timid Nature hits 17 Speed
-speaking of Timid, we're trying to keep defenses at eviolite numbers and U-Turn is only really here for momentum reasons
-4 HP is filler EVs to bump up to 21 HP
-rest in SpA to give some oomph to it's moves
Usage Tips
========
-Paralyze switch ins and then U-Turn out
-Come in on predicted Water type attacks to regain HP
-Tbolt + Surf / HP Ground things but dont expect to kill most of the time
Team Options
========
-Fighting Check
Snubbull keeps you status free as well as it beats most Fighting Types, while Fletchling keeps momentum alive and beats most of not all of them.
-Hazard Support to benefit both ends (removal + extra damage to aid in KOs)
Drilbur appreciates you getting Water types off it's back, in turn it can spin and set rocks for you. Archen also can set SR as well as utilize Defog.
-Electric Check
Diglett can trap and OHKO most Electrics in LC (ties with Torb and Elekid)
-VoltTurn
In order to keep momentum on your side, Pokemon with U-Turn and Volt Switch such as Mienfoo, Chinchou, Larvesta, and Archen are great assets to keeping team momentum and helping support Helio at the same time.
Other Options
########
-Volt Switch can be used over U-Turn but it allows Grounds + Chinchou to block your escape
-Screens + Light Clay but longevity is an issue
-Quick Attack is priority as well as STAB, also Surf + QA gets rid of Sash Diglett
-Bleh special options like: Dark Pulse and Signal Beam
-Volt Switch + Surf + HP Ground give you STAB + dual coverage + momentum and a free slot for Glare
-LO over Eviolite to add some meat to your attacks
-BJ over Eviolite for a bit more longevity
Checks & Counters
########
**Electrics** Chou + Mag wall Helio's coverage as well as are immune to Glare, however they do fear HP Ground (the former only if LO Helio + BJ Chou)
**Grounds** Diglett + Drilbur altho weak to Surf and can be paralyzed by Glare, can overpower Helio and can also come in on TBolt and OHKO with EQ
**Fightings** Foo +Timburr are too bulky for Helio to take on by itself and will win with the combo of KO + Drain, also Timburr gets an attack boost if statused.
**Grasses** Foongus + Ferroseed + Pumpkaboo + Cottonee take little to no damage from Helio's coverage and are all neutral to U-Turn. However Cottonee most of all would rather not be paralyzed.
**Clerics** Spritzee + Snubbull stops Glare and most if not clerics are resilient to Helio's attacks as well
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