I'm Sweepin' In The Rain
Heliolisk@Life Orb
Timid nature
Dry Skin
252 Sp. Atk/252 Spd/4 HP
~Thunder
~Surf
~Dark Pulse
~Focus Blast
Ooh, Heliolisk. The cool-looking evolution of the insanely adorable Helioptile. Fast, powerful, easy access to a Water move, this guy's got it all. Well, OK, some decent Normal STAB would be welcome, but honestly, can't complain too much. Anyway, this guy goes well on a rain team- just send him in and watch him win! STAB Thunder gains absolutely perfect accuracy in the rain, good luck surviving that. Immune to Thunder? Try Heliolisk's Surf on for size! Gets powered up in the rain, making it a beautiful choice. The remaining two moves are just for coverage, Dark Pulse also serving as a nice little insurance policy against the occasional rogue Shedinja. I know, I may sound paranoid whenever I suggest a set that includes Shedinja insurance, but if you don't prepare for one and find out your opponent's packing one, you could find yourself in a world of trouble.
Item is for boosting Heliolisk's already nice Special Attack. Ability helps recover Life Orb damage and gives Heliolisk a nice little immunity to Water moves.
Fun In The Sun
Heliolisk@Leftovers
Timid nature
Solar Power
252 Sp. Atk/252 Spd/4 HP
~Thunderbolt
~Hidden Power (Fire)
~Dark Pulse
~Grass Knot
This one's meant for sun teams, though why they didn't give something with such an obvious dependency on the sun's rays access to Solar Beam is beyond me. Still, Solar Power is a thing for it, so this could work. Thunderbolt for STAB, because you're not fool enough to stick with Thunder in harsh sunlight, I hope. Hidden Power (Fire) for something that gets powered up in sunlight, at least until TrollFreak gets their act together and gives this weather-loving reptile Weather Ball. Dark Pulse and Grass Knot for coverage.
Item is for healing off Solar Power damage. Ability for the Special Attack boost
Other options:
*
Charge Beam is viable for picking off weakened opponents while likely grabbing a Special Attack boost in the process, though you may lose out on coverage if it's not your main STAB move (which it really, really shouldn't be).
*Heliolisk can also be used for paralysis support if you're so inclined, but if you go that route, I'd opt for
Glare over Thunder Wave- the former affects Ground-types, see.
*
Volt Switch is another viable option, particularly if you go for a
Choice Specs set.
Abilities:
*
Sand Veil: As long as there is a sandstorm raging, Heliolisk's evasiveness is increased by one stage, this increase going away when the sandstorm subsides, and it is immune to sandstorm damage, even if it's not Ground, Steel, or Rock-type. It could have its uses, though it's not Heliolisk's best Ability. Still, there's a lot to be said for sandstorm immunity.
*
Dry Skin: In the rain, Heliolisk restores 1/8th of its HP every turn. In the sun, Heliolisk loses 1/8th of its HP every turn. Heliolisk takes 25% more damage from Fire moves, and when hit by a Water move, takes no damage and instead heals 1/4th of its maximum HP. Probably Heliolisk's best Ability if you're not building one with any sort of weather in mind- Water immunity is nothing to sneeze at, even if it does come with a weakness to Fire.
*
Solar Power: Heliolisk's Hidden Ability. In the sun, Heliolisk loses 1/8th of its HP every turn, but in return gains a x1.5 boost to its Special Attack. Want one of these for your sun team? This is the Ability you want for it.
Partners:
Hmm... A physically defensive Pokémon wouldn't be a bad idea, given Heliolisk's lackluster Defense. Also Smashpassing.
Counters:
Priority moves, particularly Mach Punch. Heliolisk's Defense is poor, so physical attacks are your friend against it.
Opinion:
Just awesome.
Prediction for next week:
Arbok