Helioptile-Revamp QC 4/4 GP 1/2

Anthiese

formerly Jac
is a Battle Simulator Moderator Alumnus
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.









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
 
Last edited:

Anthiese

formerly Jac
is a Battle Simulator Moderator Alumnus
Ready for QC

EDIT: Levi's changes are added

EDIT 2: OP's changes are added
 
Last edited:

Corporal Levi

ninjadog of the decade
is a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Site Content Manager Alumnusis a Team Rater Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnus
Overview:
=ORAS added nothing new (shocker)
-17 Speed ties with a lot leading up to crappy 50/50s on your end

I don't think these points are necessary because you don't really need to mention a lack of ORAS changes specifically in the overview, and speed ties are a given for pretty much all mons.

Set Details:
Mention that the defensive EVs hit Eviolite numbers.
The 4 HP EVs don't actually make a difference for Stealth Rock because Helioptile is neutral to it, so just say it's filler EVs to give it a bit more bulk.

Checks and Counters:
Add a section on Grass-types, specifically Ferroseed/Foongus/Pumpkaboo/Cottonee because they're neutral to U-Turn.
Add a section on bulky clerics because they can deal with Glare, and take pitiful damage from Helioptile's moves.

Good work
QC 1/4
 
The set:
How about Paralysis Pivot for the name, I think it sounds cute. The name doesn't matter too much but make sure you also replace the "SET NAME" with the name.
Change the SpA EVs to 32 and the SpD to 96 to adjust for HP Ground and because there's no reason not to

Moves:
Change grounds, under the U-turn section, to electric immunities in general because of Chou and more niche things like Goldeen and Electrike.

Set Details:
Explain why Timid is being used a physical attack (It's used for pivoting, etc. not damage)

Usage Tips:
The last one isn't really a usage tip and is kinda just saying "This Electric-type beats Flying-types"

Team Options:
You need to give examples of Pokemon for these things; chose ones that are most appropriate for team archetypes that Helioptile would be on.
Helioptile doesn't really dislike Knock Off more than your average mon and a check isn't necessary.

Other Options:
Mention Solar Power for sun teams, but its worse than other sun abusers

Checks and Counters:
They need to be formatted like this:
**Check/Counter**: This check checks Helio because bla bla bla
Mention Electrics fearing HP Ground

Nice Job QC 2/4 :]
 

Rowan

The professor?
is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Why would I ever use this set over chinchou?

Is uturn seriously that much of a niche to warrant it a use over Chou? The last analysis was a solar power sun set purely because it is the only thjng helio can run without being outclassed by Chou
 

Anthiese

formerly Jac
is a Battle Simulator Moderator Alumnus
The only two things that Helioptile has over Chinchou is the usage of Glare to paralyze Ground types, which Thunder Wave fails to do. Another thing is that Helioptile is the only Electric type in LC to learn U-Turn so it's able to nab momentum versus a Ground type switch-in who would be coming in to absorb the incoming Thunderbolt or Volt Switch. Something else that Chinchou cannot do. Paralyzing a Ground type switching in, then either U-Turning out or nailing it with Surf for the KO is really big for an Electric type.
 

doomsday doink

v̶̱̅i̵̢̕l̶̦̈́ļ̵͗a̷̙̓g̸͈͝ę̵̎ ̵̱̌g̷̭͆û̷̦a̵̰͛ȓ̶̜d̸
is a Tutor Alumnusis a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Overview:
- Maybe mention the 17 Spe as Helio ties with Chinchou, Purrloin, other Helio (lol) which are immune to Glare
- ^ not necessary tho, up to you

Set:
- You only need 32 SpA EVs (28 if you don't count the HP Ground but you might as well keep it because nothing changes regardless)

Moves:
- U-turn doesn't really "rack damage" as it's pretty weak coming off of Helio's Atk non-STAB

Team Options:
- Add a mention of VoltTurn, as Heliolisk fits right in and helps in slowing down opponent's team
- Vullaby isn't exactly the premier partner for Helio, I'd replace this with Archen who also Defogs and is commonly seen on VoltTurn

Other Options:
- Mention the cons of not running U-turn and running Volt Switch instead
- Dragon Tail is garbage, remove
- LO outside of Sun is just as viable, actually giving Helio some "oomf" behind its hits
- Mention how QA is a viable means of luring Diglett, as you Surf the sash away and then QA him

Checks / Counters:
- Chinchou doesn't necessarily fear HP Ground unless Helio is LO and Chinch is BJ or Scarf
- Mention how Cottonee doesn't really want to get Para'd
- Cite Spritzee and Snubbs as clerics

QC 3/4, go ahead and write this up once this is implemented

You're fucking welcome you skank
 
Hi Jac

Overview
- U-turn also lets it pivot out of Chinchou, which is pretty awesome as no other Electric-type can do this.

Set
- You only need 32 SpA EVs (technically 28 if Helioptile isn't running HP Ground, but since it's slashed on the set, make it 32)

Moves
- It wouldn't hurt to mention again that Glare paralyzes Ground-types. After all, this is the big reason you'd use this over Thunder Wave.

Set Details
- A Dry Skin mention should be here as it's pretty important to the set.
- Mention Eviolite alongside the defensive investment / hitting even numbers part.
- There are plenty of mons at 17 Speed, but not an actual majority, so perhaps rephrase that point or give some examples of stuff it ties with.

Other Options
- Quick Attack can also do stuff like break Abra's sash and pick off weakened mons (REALLY weakened mons lol)
- "However most Grass-types in LC resist Bug" They're hit neutrally, not resistant to Bug.
- Giving Solar Power a mention would be fine here.

I'll look over this again once Checks and Counters are added from the skeleton and the OP is updated to the new analysis format. Good work with this so far!
 
**Ground-types** Diglett and Drilbur while being heavily damaged by Surf, both outspeed Helioptile and can OHKO it with Surf. <-- change to Earthquake. Also, Drilbur only ties with Helioptile so edit the wording there.

The set formatting should look like this:

[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

Make these changes then take it to GP, good work Jac QC 4/4
 

Yonko7

Guns make you stupid. Duct tape makes you smart.
is a Contributor Alumnus

Overview
########

Being an Electric-type in LC means two things. Y: you'll have to compete with Chinchou, and you're more or less bothered by all the Ground-types. Helioptile at first 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 are alson'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. What more could you ask for?

[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 Qqualities 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 to escape Ground-types and other Electric-type absorbing Pokemon to switch in an appropriate check. Thunderbolt acts as your STAB hitting somewhat comfortably off of Helioptile's meager Special Attack. Surf and Hidden Power Ground are both present to aim for your 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 for deal damage, it's to serve it'sthe 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 somemthing 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 thatfrom Fighting-types bring. A Fairy-type such as Snubbull can act as your liaison, soaking up hits, and healing statuses you might receieve, and in return you're able to slow down more annoying threats and help itSnubbull break them down. As a VoltTurn Pokemon, Helioptile greatly appreiciates some hazard control to keep it with as much health as possible as well as wear down threats. Drilbur and Archen can both rid the field of 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 like 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
==========

HEelioptile still has Volt Switch in it's arsenal and can run it along side with Hidden Power Ground and Surf to catch all problems. However, you miss out on escaping Electric-type absorbing, and Ground-type Pokemon. Dual Screens would be a fantastic defensive application since tit also can use U-Turn to get out of unfavorable situations however, but Helioptile's longevity is an issue. Quick Attack along side 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 versusagainst Ghost-types, yet Thunderbolt outdamages it; while Signal Beam which would help versus Dark-, and Grass-types. However the more common Grass-types who have a secondary typing in LC resist Bug so it's not the best attacking option. Other item options include Life Orb to supplement your damage and Berry Juice to help you 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. H; however, they both fear Hidden Power Ground to an extent.

**Ground-types** Diglett and Drilbur while being 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 are able tocan 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 receieve an attack boost from Glare thanks to Guts.

**Grass-types** Dual typed Grass-types like Cottonee, Pumpkaboo, Ferroseed, and Foongus all resist Helioptile's common move choices.

**Clerics** Fairy-type clerics like Snubbull and Spritzee do not mind Helioptile's attacks so much and can also eliminate the paralysis that it's spreading.


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. Helioptile at first 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. What more could you ask for?

[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 to escape Ground-types and other Electric-types to switch in an appropriate check. Thunderbolt acts as your STAB hitting somewhat comfortably off of Helioptile's meager Special Attack. Surf and Hidden Power Ground are both present to aim for your 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 for 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 you might receive, and in return you're able to slow down more annoying threats and help Snubbull break them down. As a VoltTurn Pokemon, Helioptile greatly appreciates some hazard control to keep it with as much health as possible as well as wear down threats. Drilbur and Archen can both rid the field of 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 like 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 Electric-type absorbing, and Ground-type Pokemon. Dual Screens would be a fantastic defensive application since it also can use U-Turn to get out of unfavorable situations, but Helioptile's longevity is an issue. Quick Attack along side 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 who have a secondary typing in LC resist Bug so it's not the best attacking option. Other item options include Life Orb to supplement your damage and Berry Juice to help you 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** Diglett and Drilbur while being 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 like Cottonee, Pumpkaboo, Ferroseed, and Foongus all resist Helioptile's common move choices.

**Clerics** Fairy-type clerics like Snubbull and Spritzee do not mind Helioptile's attacks so much and can also eliminate the paralysis that it's spreading.


Jac , good job with this!

GP 1/2
 

Winry

Super Graduate-Level Napper
is a Top Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
add/correct remove comments
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, [ac] Helioptile at first looks like it's a massively inferior Chinchou that hits less hard, [ac] 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, [ac] which allows it to get past being trapped by Ground-types. Lastly, it's immune to Water-type moves, [ac] making it an excellent switch-in on Water-types akin to Croagunk. What more could you ask for?

[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 to escape Ground-types and other Electric-types to switch in an appropriate check. Thunderbolt hits acts as your STAB hitting somewhat comfortably off of Helioptile's meager Special Attack. Surf and Hidden Power Ground are both present to aim for your 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, [ac] but U-turn isn't on this set to for 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, [ac] 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, [ac] 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 you Helioptile might receive, and in return you're Helioptile is 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 as well as 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 as like 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 Electric-type absorbing, and Ground-type Pokemon. Dual Screens would be a fantastic defensive application because since it 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, [ac] which would do well against Ghost-types, yet Thunderbolt outdamages it; while Signal Beam which would help versus Dark-, and Grass-types. However, [ac] the more common Grass-types that who have a secondary typing in LC resist Bug, [ac] so it's not the best attacking option. Other item options include Life Orb to supplement your Helioptile's damage output and Berry Juice to help you 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 while being heavily damaged by Surf, the former outspeeds while the latter ties with Helioptile and can OHKO it with Earthquake. However, [ac] 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 like Cottonee, Pumpkaboo, Ferroseed, and Foongus all resist Helioptile's common move choices.

**Clerics** Fairy-type clerics such as like Snubbull and Spritzee do not mind Helioptile's attacks so much and can also eliminate the paralysis that it's spreading.
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