Table of Contents
Clemont & Heliolisk
Decent damage, excellent self healing, and low gauge requirements make Heliolisk one of the game's best sidemen for teams with space for it (of which there aren't many, but that are often some of the most durable in the game, particularly in the Battle Villa). On top of this, they also allow for fun gimmicks like soloing the first 15 halls of the villa or taking on easier Full Force battles with a single pair.
Trainer
Pokemon Info
Pokemon Description
They flare their frills and generate energy. A single Heliolisk can generate sufficient electricity to power a skyscraper.
Table of Contents
Stats
Table of Contents
Moves
Type |
Electric |
Category |
 |
Power |
39 / 46
|
Accuracy |
95 |
Target |
All opponents |
Cost |
|
Lowers the target’s Speed.
Type |
Ground |
Category |
 |
Power |
13 / 15
|
Accuracy |
90 |
Target |
An opponent |
Cost |
|
Lowers the target’s accuracy.
Category |
 |
Power |
0 / 0
|
Accuracy |
0 |
Target |
Self |
Uses |
2 |
Raises the user’s Speed and evasiveness. Ensures that the user’s next attack will be a critical hit.
Type |
Electric |
Category |
 |
Power |
46 / 55
|
Accuracy |
100 |
Target |
All opponents |
Cost |
|
Restores the user’s HP based on the amount of damage dealt to the target.
Type |
Electric |
Category |
|
Power |
200 / 240 |
Accuracy |
- |
Target |
An opponent |
Effect Tag |
- |
The more the target’s Speed has been lowered, the greater the power of this move.
HP Advantage 4
The more HP the user has remaining, the more it powers up moves.
Team Skills
Condition
Form a team with two or more sync pairs that share the same type.
Effect
Raises the maximum HP of all allied sync pairs by [Value].
- Lv1: +12
- Lv2: +16
- Lv3: +20
- Lv4: +24
Raises allies’ Attack and Sp. Atk by [Value] when using Electric-type attacks.
- Lv1: +12
- Lv2: +16
- Lv3: +20
- Lv4: +24
Condition
Form a team with two or more sync pairs that share the same theme.
Effect
Raises the maximum HP of all allied sync pairs by [Value].
- Lv1: +1
- Lv2: +3
- Lv3: +5
- Lv4: +7
Raises the Attack and Sp. Atk of all allied sync pairs by [Value].
- Lv1: +1
- Lv2: +2
- Lv3: +3
- Lv4: +4
Sync Grid
Sync Grid for Clemont & Heliolisk
Link to Sync Grid Planner Tool
Icon |
Bonus |
Sync Orb Cost |
Energy Cost |
Req Sync Level |
Grid Pos (X,Y) |
|
HP
+10
|
5 |
0 |
|
(1,1) |
|
HP
+10
|
24 |
2 |
|
(-1,3) |
|
HP
+20
|
60 |
5 |
|
(1,-3) |
|
HP
+20
|
60 |
5 |
2 |
(-3,-3) |
|
Sp. Atk
+5
|
5 |
0 |
|
(1,-1) |
|
Sp. Atk
+5
|
5 |
0 |
|
(-1,-1) |
|
Sp. Atk
+5
|
36 |
3 |
|
(-1,-3) |
|
Sp. Atk
+5
|
36 |
3 |
|
(3,7) |
|
Sp. Atk
+10
|
60 |
5 |
3 |
(1,9) |
|
Sp. Atk
+10
|
60 |
5 |
3 |
(-1,9) |
|
Speed
+5
|
5 |
0 |
|
(0,2) |
|
Speed
+5
|
24 |
2 |
|
(1,3) |
|
Speed
+5
|
24 |
2 |
|
(-2,0) |
|
Speed
+5
|
24 |
2 |
|
(-3,7) |
|
Speed
+10
|
48 |
4 |
2 |
(-3,9) |
|
Defense
+5
|
5 |
0 |
|
(0,-2) |
|
Defense
+10
|
48 |
4 |
|
(2,-2) |
|
Sp. Def
+5
|
5 |
0 |
|
(-1,1) |
|
Sp. Def
+5
|
24 |
2 |
|
(2,0) |
|
Sp. Def
+10
|
48 |
4 |
2 |
(2,-4) |
|
Sp. Def
+10
|
48 |
4 |
|
(-3,-1) |
|
Light-Up-the-World Thunderbolt
:
Power
+25
|
60 |
5 |
3 |
(0,-6) |
|
Light-Up-the-World Thunderbolt
:
Power
+25
|
60 |
5 |
3 |
(0,6) |
|
Mud-Slap
:
Move Gauge Refresh 3
- Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
|
60 |
5 |
3 |
(2,10) |
|
Mud-Slap
:
Move Gauge Refresh 3
- Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
|
60 |
5 |
3 |
(-2,10) |
|
Mud-Slap
:
Ramp Up 1
- Raises the user’s Sp. Atk when a move is successful.
|
96 |
8 |
2 |
(3,-5) |
|
Electroweb
:
Move Gauge Refresh 3
- Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
|
72 |
6 |
2 |
(2,8) |
|
Electroweb
:
Satisfied Snarl 2
- Has a moderate chance of lowering the target’s Sp. Atk when a move targeting that opponent is successful.
|
108 |
9 |
2 |
(3,9) |
|
Parabolic Charge
:
Master Healer 1
- Increases the amount of HP restored by the user’s healing moves.
|
156 |
13 |
3 |
(2,-6) |
|
Parabolic Charge
:
Move Gauge Refresh 3
- Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
|
72 |
6 |
2 |
(-2,8) |
|
Activate!
:
MP Refresh 2
- Has a moderate chance of restoring one MP of the move used if the move is successful.
|
84 |
7 |
2 |
(-2,-4) |
|
Activate!
:
MP Refresh 2
- Has a moderate chance of restoring one MP of the move used if the move is successful.
|
96 |
8 |
|
(-2,-2) |
|
Surging Sand 5
- Powers up moves in a sandstorm.
|
84 |
7 |
3 |
(-1,-5) |
|
Raging Rain 5
- Powers up moves when the weather is rainy.
|
84 |
7 |
3 |
(1,-5) |
|
Sands of Time 2
- Quickly charges the move gauge in a sandstorm.
|
96 |
8 |
3 |
(-2,-6) |
|
Dizzying Power
- The more the target’s accuracy is lowered, the more it powers up moves.
|
84 |
7 |
2 |
(3,-3) |
|
Cakewalk
- The more the target’s Speed is lowered, the more it powers up sync moves.
|
84 |
7 |
2 |
(-3,-5) |
|
Refreshing Rain 1
- Restores the Pokémon’s HP whenever it takes an action when the weather is rainy.
|
72 |
6 |
|
(3,-1) |
|
Starting Node
|
0 |
0 |
|
(0,0) |
|
Electroweb
:
Power
+4
|
24 |
2 |
|
(2,4) |
|
Electroweb
:
Power
+4
|
24 |
2 |
|
(1,5) |
|
Electroweb
:
Power
+4
|
36 |
3 |
|
(2,6) |
|
Electroweb
:
Power
+4
|
36 |
3 |
2 |
(1,7) |
|
Electroweb
:
Power
+4
|
36 |
3 |
|
(3,5) |
|
Parabolic Charge
:
Power
+2
|
24 |
2 |
|
(-1,5) |
|
Parabolic Charge
:
Power
+2
|
24 |
2 |
|
(-2,4) |
|
Parabolic Charge
:
Power
+2
|
36 |
3 |
|
(-3,5) |
|
Parabolic Charge
:
Power
+2
|
36 |
3 |
|
(-2,6) |
|
Parabolic Charge
:
Power
+2
|
36 |
3 |
2 |
(-1,7) |