What it does
Dry Skin has four distinct interactions:
Water immunity + healing: Being hit by a Water move deals no damage and restores 1/4 of the holder's max HP instead. In rain, the holder recovers 1/8 HP at the end of every turn.
Fire vulnerability + sun penalty: Fire moves deal 25% more damage to the holder (the Fire move's damage is multiplied by 1.25). In harsh sunlight, the holder loses 1/8 HP per turn.
This creates a Pokémon that fits perfectly into rain teams — immune to Water moves from allies, passively healing each turn, durable against the team's own spread moves. Against sun teams or Fire coverage, it's fragile.
Who runs it
Toxicroak (90%) is the primary Dry Skin user in Champions. Poison/Fighting gives it coverage and competitive typing; Dry Skin means Water moves from opponents or ally rain setters heal it rather than chip it. In rain, it passively heals each turn and takes boosted damage from nothing since rain also weakens Fire. Drain Punch and Close Combat give it real damage output once it's safely in position.
Heliolisk (70%) functions as a special attacker in rain teams. Electric/Normal provides coverage that complements rain's Water-focused offense, and Dry Skin gives it free Water immunity plus per-turn healing — a special attacker that doesn't take chip from rain team spread Water moves and regenerates on top.
How to use it
Rain team synergy is the core use case. Your own rain setter provides the weather, every turn becomes passive healing, and your own Pokémon's Water moves don't accidentally chip the Dry Skin holder. spread move Water attacks in doubles — Muddy Water, for instance — hit your own Dry Skin Pokémon and heal it instead of dealing damage.
Sun matchups are the hard counter. Sun activates the per-turn loss, and Fire moves deal 25% extra damage on top of their normal amount. If your opponent runs a sun team, keep the Dry Skin Pokémon off the field or prioritize switching out before the sun damage accumulates.
Tips & strategy
Water Absorb is the simpler version — Water immunity and 1/4 heal, no passive weather effects in either direction. Dry Skin is the high-variance version: more reward in rain, more risk in sun.
The full Water immunity means an opponent's Water move against a Dry Skin holder gives that holder free HP. Opponents who misread the matchup and click a Water move into Toxicroak essentially gift it a recovery turn.
In rain, the 1/8 HP recovery per turn partially offsets Life Orb recoil (10% per turn). A Life Orb attacker in rain with Dry Skin is slightly more durable over long games than the numbers suggest at first glance.