Overview
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Offensive
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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
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- 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
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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
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- 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.
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- 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.
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- 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.
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- 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.
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- 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
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- 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.
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