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Shadow Heliolisk counters

#0695
electricnormalShadow Tier 3
Lobby CP
20,020
Attack
177
Defense
139
HP
4,000
Raid timer
3 min
180s

Caught CP range 1,356 - 1,485.

Heliolisk weaknesses and resistances

Every one of the 18 attacking types against this boss's typing. GO multipliers: 1.6x super effective, 2.56x doubly, 0.625x resisted, 0.39x doubly resisted.

Heliolisk is weak to fighting1.6xground1.6x

  • Weak (2)
  • Neutral (12)
  • Resists (4)

It resists ghost0.39xflying0.625xsteel0.625xelectric0.625xβ€” bringing one of those is throwing damage away.

Best Heliolisk counters

Beating Heliolisk should take 2 trainers with Pokemon of this strength. Difficulty rating 1.25 with the best counter, 3:40 to win.

Trainers2duo
#AttackerMoveset
1Lucariofightingsteeljoint top pickfightingForce PalmfightingAura Sphere2,7033:401.256.0106.8%
2BlazikenfirefightingfightingCounterfightingAura Sphere2,8483:471.296.0103.3%
3GarchompdragongroundgroundMud ShotgroundEarth Power3,9624:211.484.090.1%
4ConkeldurrfightingfightingForce PalmfightingDynamic Punch3,3374:041.396.096.1%
5Hisuian DecidueyegrassfightingpsychicPsycho CutfightingAura Sphere2,8974:211.495.190.0%
6GalladepsychicfightingfightingLow KickfightingSacred Sword3,0934:201.486.090.2%
7ExcadrillgroundsteelgroundMud-SlapgroundScorching Sands3,2444:281.525.287.7%
8MamoswineicegroundgroundMud-SlapgroundHigh Horsepower3,3284:311.545.186.6%
9BreloomgrassfightingfightingForce PalmfightingDynamic Punch2,6284:281.526.087.6%
10MachampfightingfightingCounterfightingDynamic Punch3,0564:291.536.087.2%
11RhyperiorgroundrockgroundMud-SlapgroundEarthquake3,7334:431.614.583.0%
12HawluchafightingflyingfightingLow KickfightingFlying Press2,4104:351.575.685.2%

Ordered by Overall, pokebattler.com's own default β€” a blend of how fast the fight ends and how many of your six go down. Click any numeric column heading to re-order on that column alone.

Times are one trainer with six copies of that attacker, level 40 at 15/15/15, no weather, no friendship, no dodging, Shadow / Mega / Legendary attackers hidden β€” the same defaults pokebattler.com's own counter pages open with. Open the full counter tool to change any of them. "Details" opens the per-move damage, breakpoints and energy cycle against Heliolisk.

Estimator is how many trainers of this strength the fight needs. Power is the share of Heliolisk's HP that six of that attacker remove inside one raid timer, so over 100% means they finish it with time to spare. Faints is how many of the six go down inside that timer.

Hardest movesets to raid against

The boss rolls one of these 15 pairings, and it changes the fight. Each row re-runs the top 6 counters against that single moveset.

#Boss movesetTime to winEstimatorFaintsWin %
1normalQuick Attack+electricThunderbolthardest4:091.425.3100%
2groundMud-Slap+electricThunderbolt4:091.425.4100%
3groundMud-Slap+groundBulldoze4:081.415.6100%
4electricVolt Switch+electricThunderbolt4:071.415.1100%
5groundMud-Slap+electricParabolic Charge4:071.415.1100%
6electricVolt Switch+groundBulldoze4:071.415.4100%
7normalQuick Attack+groundBulldoze4:061.405.6100%
8groundMud-Slap+grassGrass Knot4:051.395.9100%
9normalQuick Attack+electricParabolic Charge4:051.395.2100%
10electricVolt Switch+electricParabolic Charge4:041.394.9100%
11normalQuick Attack+grassGrass Knot4:041.396.0100%
12electricVolt Switch+grassGrass Knot4:031.385.7100%
13electricVolt Switch+dragonBreaking Swipe4:031.385.8100%
14groundMud-Slap+dragonBreaking Swipe4:031.385.9100%
15normalQuick Attack+dragonBreaking Swipe4:031.385.8100%

A raid boss rolls only its standard movepool β€” never a legacy or Elite TM move, verified against Pokebattler's own per-moveset list for six reference bosses. The ranked table above averages over all of these, which is what Pokebattler's DEFENSE_RANDOM_MC means.

What Heliolisk throws at you

Its standard movepool, with the damage window a dodge has to beat.

Fast moves

MovePowerEnergyDurationHits at
groundMud-Slap19+131.5s1.25s
normalQuick AttackSTAB10+131.0s0.45s
electricVolt SwitchSTAB13+201.5s0.60s

Charged moves

MovePowerEnergyDurationHits at
dragonBreaking Swipe45-331.0s0.47s
electricThunderboltSTAB80-502.5s1.80s
grassGrass Knot90-502.5s1.60s
electricParabolic ChargeSTAB70-503.0s1.40s
groundBulldoze80-503.5s2.60s

Catch CP

What the encounter after the fight can hand you.

IV spreadCP at L20CP at L25 (weather boosted)
6/6/6floor1,3561,695
7/7/71,3701,713
8/8/81,3841,731
9/9/91,3981,748
10/10/101,4131,766
11/11/111,4271,784
12/12/121,4421,802
13/13/131,4561,820
14/14/141,4711,839
15/15/15hundo1,4851,857

Caught CP range 1,356 - 1,485, or 1,695 - 1,857 when the weather boosts it.

A raid encounter is level 20 (level 25 weather boosted) and cannot roll an IV below 6/6/6 β€” a Shadow raid's floor is 6, not the usual 10. Anything outside the first range is not this raid's reward.

Shadow raid floor. A Shadow Raid encounter rolls a minimum of 6/6/6, so this band starts at 1,356, not at the 1,413 a 10/10/10 catch would give. pokebattler.com's own page for a Shadow boss prints that 10/10/10 value as its floor β€” it is applying the standard-raid rule β€” so expect its range to start 57 CP higher than this one. LeekDuck's published band agrees with the table above.

When it is in raids

Read from the committed LeekDuck rotation snapshot, fetched 2026-10-05.

Heliolisk is not in the current rotation snapshot. The simulation below is still exact for the tier chosen above β€” Pokebattler simulates any defender you name, current boss or not.

Boss stats

How the numbers in the header are built.

Base Attack
219
Game Master
Base Defense
168
Game Master
Base Stamina
158
ignored by a raid boss
Tier CPM
0.76
4,000 fixed HP
Header numberWorked outValueInputs from
Attackfloor((219 + 15) x 0.76)177Game Master base Attack, tier CPM
Defensefloor((168 + 15) x 0.76)139Game Master base Defense, tier CPM
HP4,000 β€” fixed by tier, base Stamina 158 unused4,000tier HP pool
Lobby CPfloor((219 + 15) x sqrt(168 + 15) x sqrt(4,000) / 10) β€” no CPM term20,020Game Master base stats, tier HP pool

A raid boss uses 15/15/15 IVs, its tier's CP multiplier and its tier's fixed HP pool β€” stamina does nothing, which is why the same species is a different fight at every tier. Every tier constant above (CPM 0.76, 4,000 HP, 180s timer) is copied from Pokebattler's own published /raids tier table into src/engine/constants.ts, with the source named there.

Heliolisk's own Pokemon page has its full movepool, evolution family, stat ranks and what it is good against as an attacker.