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HELIOPTILE

Athl 1d6, Acro 3d6+1, Combat 2d6, Stealth 4d6,


Perception 2d6, Focus 2d6

1 Pound - Normal
1 Tail Whip - Normal
6 Thunder Shock - Electric
11 Charge - Electric
13 Gust - Flying
17 Quick Attack - Normal
22 Razor Wind - Normal
25 Parabolic Charge - Electric
31 Thunder Wave - Electric
34 Air Slash - Flying
37 Defog - Flying
40 Volt Switch - Electric
45 Bounce - Flying
49 Thunderbolt - Electric
4
4
3 TM/HM Move List
6 A1 Cut, A5 Fly, 06 Toxic, 10 Hidden Power, 15 Hyper
4 Beam, 16 Light Screen, 17 Protect, 18 Rain Dance, 21
7 Frustration, 22 Solar Beam, 24 Thunderbolt, 25
Thunder, 27 Return, 30 Shadow Ball, 32 Double Team,
37 Re ect, 40 Aerial Ace, 42 Facade, 44 Rest, 45
Flying / Electric Attract, 48 Round, 52 Focus Blast, 57 Charge Beam,
Ball Fetch 68 Giga Impact, 70 Flash, 72 Volt Switch, 73 Thunder
Hydration Wave, 77 Psych Up, 82 Dragon Tail, 86 Grass Knot,
Rally 87 Swagger, 88 Sleep Talk, 89 U-Turn, 90 Substitute,
Swift Swim 93 Wild Charge, 97 Dark Pulse, 99 Dazzling Gleam,
Drizzle 100 Con d

Egg Move List


Agility, Camouflage, Electric Terrain, Mist, Glare,
Helioptile Safeguard
Heliolisk Sun Stone Minimum 20
Tutor Move List
Bounce, Defog, Electroweb, Icy Wind, Magnet Rise,
0,5m (Small)
Ominous Wind, Sleep Talk, Snore, Roost, Shock
13 lbs. / 6kg (1) Wave, Signal Beam, Silver Wind, Swift, Tailwin

Monster and Dragon

Phototrph
Urban

Overland 4, Swim 3, Levitate 5, Jump 1/1, Power 1,


Guster, Naturewalk (Urban), Underdog

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