Clemont & Heliolisk are a Tech sync pair that focuses more on decreasing opponent stats than increasing their own. While many sync pairs need several turns to set up, they are able to start attacking immediately. This does mean that they need support both defensively and offensively, but they are less reliant on needing Potion-support due to several ways to boost their healing. Not powerful enough to work as a main Striker, they are a good secondary damage pair if a team slot is open.
The best sync grid build for Clement & Heliolisk would be to go for Parabolic Charge Power, Parabolic Charge Move Gauge Refresh, and Parabolic Charge Master Healer.
Sync Grid Builds
The list of universal upgrades is large because there is only one viable game plan for the sync pair: use Parabolic Charge. Included are two sync grids that depend on the weather: Crackling Sands (3/5) for sand teams and Shocking Rains (3/5) for rain teams.
Razzle-Dazzle (3/5) also includes a sync level 2 build that works for general purpose teams that don’t necessarily rely on weather. It focuses on using Mud-Slap early in the fight to reduce the target’s accuracy and raise Heliolisk’s damage against that opponent.
Universal Upgrades
- HP +20
- Defense +15
- Sp. Atk +10
- Sp. Def +5
- Speed +5
- Parabolic Charge Power +10
- Parabolic Charge Move Gauge Refresh 3
- Parabolic Charge Master Healer 1
Universal Lucky Skill Recommendation:
Vigilance, Stoic 2, Critical Strike 2
Clemont & Heliolisk’s grid is very similar between all of the builds because you’ll want to be using Parabolic Charge as much as possible. Parabolic Charge gains +10 power and Move Gauge Refresh 3. The move also gains Master Healer 1, which will increase the amount of HP gained whenever the attack hits. Because of the passive skill HP Advantage 4, having a fuller health bar means more damage which means more health gained.
The lucky skill recommendation will depend entirely on your team composition. If another sync pair will raise Heliolisk’s defenses, grab Vigilance to protect against critical hits. If a teammate will raise Heliolisk’s critical-hit rate, pick up Critical Strike 2. Although Activate! ensures the next attack will be a critical hit, it can only benefit twice. The standard lucky skill should otherwise be Stoic 2, which will raise Defense occasionally.
Crackling Sands Build (Sync Level 3/5)
Total Sync Orb Cost: 750
Total Energy Used: 60
Unique Upgrades:
- Sp. Atk +5
- Sp. Def +10
- Sands of Time 2
- Surging Sand 5
2/5 Variation:
Not Recommended
With most energy already taken up by Parabolic Charge, this sand-based build picks up two abilities. Sands of Time 2 will speed up the move gauge recharge speed when there is a sandstorm, helping Heliolisk and other ally Pokémon continue the attacks or attack with stronger moves. Surging Sand 5 will boost Heliolisk’s move damage in a sandstorm.
One option is to use Mud-Slap more as a one-bar attack to count down the sync move countdown to allow your main striker, such as Cynthia & Garchomp, to enjoy the fast recharge speed for their more powerful move, but ideally, Heliolisk is still using Parabolic Charge.
Shocking Rains Build (Sync Level 3/5)
Total Sync Orb Cost: 738
Total Energy Used: 59
Unique Upgrades:
- Sp. Atk +10
- Sp. Def +10
- Refreshing Rain 1
- Raging Rain 5
2/5 Variation:
Not recommended
Similar to the sand build, this rain build picks up the two relevant tiles. Refreshing Rain 1 will heal Heliolisk’s HP each time he uses an attack while the weather is rainy. Raging Rain 5 will boost Heliolisk’s move damage when it is raining.
With both tiles, Parabolic Charge will deal more damage, gaining more HP from the move’s ability, and will also gain a set amount of HP. Defensive boosts, either from allies or from a lucky skill, will be more important for this build as the sync pair needs to survive an attack in order to heal back up.
Razzle-Dazzle Build (Sync Level 3/5)
Total Sync Orb Cost: 750
Total Energy Used: 60
Unique Upgrades:
- HP +20
- Sp. Def +5
- Dizzying Power
- Mud-Slap Ramp Up 1
2/5 Variation:
– Parabolic Charge Master Healer 1
+ Activate! MP Refresh 2 (?)
+ Focus on HP and Sp. Def gains
This Mud-Slap-based build is a good default grid when not using Clemont & Heliolisk in a weather-based team. Parabolic Charge is still the end-game move to use, but starting with using Mud-Slap to decrease the target’s accuracy will increase Heliolisk’s damage against that opponent.
Mud-Slap does not have any tiles to improve its power on the grid at all, but picking up Mud-Slap Ramp Up 1 will have a chance to raise Heliolisk’s Sp. Atk +1 each time the move is used. Dizzying Power is the ability that will boost damage from any move against opponents whose accuracy has been lowered.
Pair Heliolisk with another pair that can lower accuracy and Parabolic Charge will be able to deal more damage against multiple opponents. It will also heal more of Heliolisk’s HP, which is sorely needed with his poor defenses.
The sync level 2 variation only loses out on Parabolic Charge Master Healer 1, but there isn’t much you may want to pick up instead other than more stats. You could pick up Activate! MP Refresh 2 if you want the extra Speed or evasiveness and the additional guaranteed critical hit. Otherwise you are best served picking up tiles to boost Heliolisk’s survivability with +HP or +Sp. Def tiles.