What it does
Heal Pulse is a Psychic-type status move that restores 50% of the target's max HP. It can target any Pokémon on the field, including opponents (which would heal them — usually a misuse). In doubles, the primary use is healing an ally for 50% of their max HP in a single action.
That 50% is the highest single-hit recovery value available from a support move that targets a partner. Compare it to Life Dew: Life Dew heals both your Pokémon for 25% each — better when both are mildly chipped. Heal Pulse heals one Pokémon for 50% — better when a specific Pokémon has taken serious damage and needs a large recovery to stay relevant. The choice between them depends on whether the HP deficit is spread across two Pokémon or concentrated in one.
Who runs it
Audino at 89% is the dominant carrier — higher adoption than almost any other move-carrier pairing in this batch. It has high HP and Special Defense, no offensive presence, and its entire job is to stay on the field and use Heal Pulse to extend the longevity of whichever attacker it is paired with. The Healer ability passively removes status conditions from allies at end of turn, layering on top of Heal Pulse's HP recovery so the pair covers both HP and status.
Aromatisse at 32% takes a Fairy/Psychic support build where Heal Pulse is one of several support tools. Clawitzer at 21% is unusual as an offensive Pokémon also running Heal Pulse — it is doubling as a support contributor in doubles where keeping a specific partner alive is worth the moveslot. Slowbro at 17% pairs its own Slack Off with Heal Pulse to support teammates. Clefable at 3% has very low adoption reflecting heavy moveslot competition.
How to use it
Read the HP threshold: Heal Pulse is worth using when your ally has fallen below a threshold where incoming attacks could KO them. At near-full HP, the heal is partially wasted. At 40–50% HP, bringing them back to 90–100% gives them full buffer against the next hit. The right turn is the one before the targeted ally becomes vulnerable to being finished off.
Action economy: Pure support Pokémon like Audino have to constantly choose between available support options. Heal Pulse is not the only tool — redirecting attacks with Follow Me or setting up Trick Room may be more valuable in a specific turn. Prioritize based on what the board demands: is your ally in danger this turn (heal), or is there a larger threat to your field position that needs addressing first?
Trick Room pairing: In Trick Room builds, slow support Pokémon move first. Audino under Trick Room can use Heal Pulse before the attacker acts, topping them off before their damage turn for cleaner execution.
Tips & strategy
Psychic Noise disables it: If Heal Pulse's user is blocked by Psychic Noise, recovery fails. Track whether your healer is silenced before committing to a Heal Pulse turn.
Does not cure status: Heal Pulse recovers HP only — it does not cure burn, paralysis, poison, or other status conditions. Those require berries, Aromatherapy, or the Healer ability proc. Do not expect this to fix a burned attacker's Attack stat.
Accidental opponent targeting: In doubles, Heal Pulse can hit opponents. Confirm the targeting direction before using it — accidentally healing a low-HP opponent instead of a low-HP ally can change the game.