[OVERVIEW]
Helioptile is quite an anomaly in that it has somewhat decent qualities that are outweighed by it's detriments. The good begins with Glare being a better Thunder Wave. Secondly, it's ability Dry Skin gives it a free immunity to Water-type moves. Lastly, the combination of Surf and U-Turn allows it to compete against Ground-types looking to block it's Electric-type attacks. Unfortunately it's marred by Fighting-types due to it's Normal typing. On top of that, it's stats are all over the place, and none of them truly give it any favors. 17 Speed is decently fast but it's shared with a lot of opponents it doesn't want to tie with. Its defenses are pretty low and unable to be salvaged. Also, it's Special Attack is pretty mediocre at 15, however, Life Orb combined with it's low HP base stat allows it to somewhat offset this shortcoming. In comparison to other Electric-types in LC, Helioptile finds mediocrity in it's meager movepool, typing and stats. It lacks the coverage options of Chinchou and Magnemite while also not having their better offensive and defensive typing respectively. Also while it ties with Chinchou and outspeeds Magnemite, Helioptile cannot match their many item choices and flexibility. Lastly, Elekid is a much more powerful and faster pure Electric-type who can wield Life Orb better than Helioptile can.
[SET]
Standard
name: Helioptile
move 1: Thunderbolt
move 2: Surf
move 3: Glare / Hidden Power Ground
move 4: U-Turn
item: Life Orb
ability: Dry Skin
nature: Timid
evs: EVs: 92 Def / 192 SpA / 16 SpD / 196 Spe
ivs: 19 HP
[SET COMMENTS]
Helioptile should only aim to switch-in on Water-type attacks and nothing else. Typically it's safe to Glare the target or it's possible switch-in. Life Orb helps it score more potent KOs after Stealth Rock, letting Helioptile be more threatening. If you do not need to spread status, running Hidden Power Ground to spurn away threatening Steel-types like Magnemite and Chinchou who laugh at the minimal damage of its other moves.
Helioptile is quite an anomaly in that it has somewhat decent qualities that are outweighed by it's detriments. The good begins with Glare being a better Thunder Wave. Secondly, it's ability Dry Skin gives it a free immunity to Water-type moves. Lastly, the combination of Surf and U-Turn allows it to compete against Ground-types looking to block it's Electric-type attacks. Unfortunately it's marred by Fighting-types due to it's Normal typing. On top of that, it's stats are all over the place, and none of them truly give it any favors. 17 Speed is decently fast but it's shared with a lot of opponents it doesn't want to tie with. Its defenses are pretty low and unable to be salvaged. Also, it's Special Attack is pretty mediocre at 15, however, Life Orb combined with it's low HP base stat allows it to somewhat offset this shortcoming. In comparison to other Electric-types in LC, Helioptile finds mediocrity in it's meager movepool, typing and stats. It lacks the coverage options of Chinchou and Magnemite while also not having their better offensive and defensive typing respectively. Also while it ties with Chinchou and outspeeds Magnemite, Helioptile cannot match their many item choices and flexibility. Lastly, Elekid is a much more powerful and faster pure Electric-type who can wield Life Orb better than Helioptile can.
[SET]
Standard
name: Helioptile
move 1: Thunderbolt
move 2: Surf
move 3: Glare / Hidden Power Ground
move 4: U-Turn
item: Life Orb
ability: Dry Skin
nature: Timid
evs: EVs: 92 Def / 192 SpA / 16 SpD / 196 Spe
ivs: 19 HP
[SET COMMENTS]
Helioptile should only aim to switch-in on Water-type attacks and nothing else. Typically it's safe to Glare the target or it's possible switch-in. Life Orb helps it score more potent KOs after Stealth Rock, letting Helioptile be more threatening. If you do not need to spread status, running Hidden Power Ground to spurn away threatening Steel-types like Magnemite and Chinchou who laugh at the minimal damage of its other moves.
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