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Voltorb

Gen 1 Kantonian Form #0100
Voltorb is extremely sensitive—it explodes at the slightest of shocks. It is rumored that it was first created when a Poké Ball was exposed to a powerful pulse of energy.
  • Types electric
  • Height / Weight 0.5 m (1′08″) · 10.4 kg (22.9 lbs)
  • Gender Ratio Genderless
  • Catch difficulty Easy (190)
  • Training EV Yield +1 Speed Leveling pace Average leveling pace
  • Egg groups Mineral · 20 egg cycles

Abilities

Evolution Chain

Base Stats

HP 40
Attack 30
Defence 50
Sp. Atk 55
Sp. Def 55
Speed 100
Total (BST) 330

Alternate Forms

Voltorb (Hisui) electricgrass

An enigmatic Pokémon that happens to bear a resemblance to a Poké Ball. When excited, it discharges the electric current it has stored in its belly, then lets out a great, uproarious laugh.

Abilities: Soundproof, Static, Aftermath (H)

HP: 40 Attack: 30 Defence: 50 Sp. Atk: 55 Sp. Def: 55 Speed: 100 BST: 330

Where to Find (World Spawns)

Click a spawn row to highlight matching biomes on the server map. Map = biome eligibility only; light / time / weather stay in the table.

Rarity Bucket Levels Context Weight Biomes Conditions
Common Lv. 8-33 Grounded Natural Urban 14.4
Overworld
Sky Light: 8–15 Nearby: Concrete Blocks
Common Lv. 8-33 Grounded Natural 14.4
Overworld
Sky Light: 8–15 Structure: Village
Uncommon Lv. 8-33 Grounded 672
Overworld
Sky Light: 8–15 Nearby: Lightning Rod
Uncommon
Hisuian form
Lv. 8-33 Grounded Natural 736
Overworld
Sky Light: 8–15 Nearby: Apricorns

Item Drops & Player Interactions

Wild Item Drops (Max rolls: 1)

Item Quantity Drop Chance
GunpowderGunpowder 0-1 Guaranteed / Weighted

Riding & World Behavior

Behavior Traits

  • Combat Defends Owner
  • Herd Size Up to 4

Moveset

Lv. Move Type Category Power Acc. PP Description
Start / 1 Charge Electric Status — 100% 20 The user becomes charged, boosting the power of the next Electric-type move it uses. This also boosts the user's Sp. Def stat.
Start / 1 Sonic Boom Normal Special — 90% 20 The target is hit with a destructive shock wave that always inflicts 20 HP damage.
Start / 1 Tackle Normal Physical 40 100% 35 A physical attack in which the user charges and slams into the target with its whole body.
4 Thunder Shock STAB Electric Special 40 100% 30 The user attacks the target with a jolt of electricity. This may also leave the target with paralysis.
6 Eerie Impulse Electric Status — 100% 15 The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat.
9 Spark STAB Electric Physical 65 100% 20 The user attacks the target with an electrically charged tackle. This may also leave the target with paralysis.
11 Rollout Rock Physical 30 90% 20 The user continually rolls into the target over five turns. This attack becomes more powerful each time it hits.
13 Screech Normal Status — 85% 40 An earsplitting screech harshly lowers the target's Defense stat.
16 Charge Beam STAB Electric Special 50 90% 10 The user attacks the target with an electric charge. The residual electricity may also boost the user's Sp. Atk stat.
20 Swift Normal Special 60 100% 20 Star-shaped rays are shot at opposing Pokémon. This attack never misses.
22 Electro Ball STAB Electric Special — 100% 10 The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power.
26 Self-Destruct Normal Physical 200 100% 5 The user attacks everything around it by causing an explosion. The user faints upon using this move.
29 Light Screen Psychic Status — 100% 30 A wondrous wall of light is put up to reduce damage from special moves for five turns.
34 Magnet Rise Electric Status — 100% 10 The user levitates using electrically generated magnetism for five turns.
37 Discharge STAB Electric Special 80 100% 15 The user strikes everything around it by letting loose a flare of electricity. This may also leave those hit by the attack with paralysis.
41 Explosion Normal Physical 250 100% 5 The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move.
46 Gyro Ball Steel Physical — 100% 5 The user tackles the target with a high-speed spin. The slower the user is than the target, the greater the move's power.
50 Mirror Coat Psychic Special — 100% 20 A retaliatory attack that counters any special move, inflicting double the damage taken.
Move Type Category Power Acc. PP Description
Agility Psychic Status — 100% 30 The user relaxes and lightens its body to move faster. This sharply boosts its Speed stat.
Assurance Dark Physical 60 100% 10 This move's power is doubled if the target has already taken some damage in the same turn.
Charge Electric Status — 100% 20 The user becomes charged, boosting the power of the next Electric-type move it uses. This also boosts the user's Sp. Def stat.
Charge Beam STAB Electric Special 50 90% 10 The user attacks the target with an electric charge. The residual electricity may also boost the user's Sp. Atk stat.
Double-Edge Normal Physical 120 100% 15 A reckless life-risking tackle in which the user rushes the target. This also damages the user quite a lot.
Eerie Impulse Electric Status — 100% 15 The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat.
Electric Terrain Electric Status — 100% 10 The user turns the ground into Electric Terrain for five turns, powering up Electric-type moves. Pokémon on the ground can no longer fall asleep.
Electro Ball STAB Electric Special — 100% 10 The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power.
Electroweb STAB Electric Special 55 95% 15 The user captures opposing Pokémon in an electric net to inflict damage. This also lowers their Speed stats.
Endure Normal Status — 100% 10 The user endures any attack with at least 1 HP. This move's chance of failing rises if used in succession.
Explosion Normal Physical 250 100% 5 The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move.
Facade Normal Physical 70 100% 20 This move's power is doubled if the user is poisoned, burned, or paralyzed.
Flash Normal Status — 100% 20 The user flashes a bright light that cuts the target's accuracy.
Foul Play Dark Physical 95 100% 15 The user turns the target's strength against it. The higher the target's Attack stat, the greater the damage this move inflicts.
Gyro Ball Steel Physical — 100% 5 The user tackles the target with a high-speed spin. The slower the user is than the target, the greater the move's power.
Headbutt Normal Physical 70 100% 15 The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch.
Helping Hand Normal Status — 100% 20 The user assists an ally by boosting the power of that ally's attack.
Light Screen Psychic Status — 100% 30 A wondrous wall of light is put up to reduce damage from special moves for five turns.
Magic Coat Psychic Status — 100% 15 Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves.
Magnet Rise Electric Status — 100% 10 The user levitates using electrically generated magnetism for five turns.
Metal Sound Steel Status — 85% 40 A horrible sound like scraping metal harshly lowers the target's Sp. Def stat.
Protect Normal Status — 100% 10 This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
Rain Dance Water Status — 100% 5 The user summons a heavy rain that falls for five turns, powering up Water-type attacks. The rain also lowers the power of Fire-type attacks.
Recycle Normal Status — 100% 10 The user recycles a held item that has been used in battle so it can be used again.
Rest Psychic Status — 100% 5 The user goes to sleep for two turns. This fully restores the user's HP and cures any status conditions.
Rising Voltage STAB Electric Special 70 100% 20 The user attacks with electricity rising from the ground. This move's power is doubled if the target is on Electric Terrain.
Rollout Rock Physical 30 90% 20 The user continually rolls into the target over five turns. This attack becomes more powerful each time it hits.
Screech Normal Status — 85% 40 An earsplitting screech harshly lowers the target's Defense stat.
Self-Destruct Normal Physical 200 100% 5 The user attacks everything around it by causing an explosion. The user faints upon using this move.
Shock Wave STAB Electric Special 60 100% 20 The user strikes the target with a quick jolt of electricity. This attack never misses.
Signal Beam Bug Special 75 100% 15 The user attacks with a sinister beam of light. This may also confuse the target.
Sleep Talk Normal Status — 100% 10 The user randomly uses one of the moves it knows. This move can only be used while the user is asleep.
Steel Roller Steel Physical 130 100% 5 The user attacks while destroying the terrain. This move fails if the ground hasn't turned into a terrain.
Substitute Normal Status — 100% 10 The user creates a substitute for itself using some of its own HP. The substitute serves as the user's decoy.
Sucker Punch Dark Physical 70 100% 5 This move enables the user to attack first. This move fails if the target is not readying an attack.
Swift Normal Special 60 100% 20 Star-shaped rays are shot at opposing Pokémon. This attack never misses.
Take Down Normal Physical 90 85% 20 A reckless full-body charge attack for slamming into the target. This also damages the user a little.
Taunt Dark Status — 100% 20 The target is taunted into a rage that allows it to use only attack moves for three turns.
Tera Blast Normal Special 80 100% 10 If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user.
Thief Dark Physical 60 100% 25 The user attacks and steals the target's held item simultaneously. The user can't steal anything if it already holds an item.
Thunder STAB Electric Special 110 70% 10 A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.
Thunderbolt STAB Electric Special 90 100% 15 The user attacks the target with a strong electric blast. This may also leave the target with paralysis.
Thunder Wave Electric Status — 90% 20 The user launches a weak jolt of electricity that paralyzes the target.
Torment Dark Status — 100% 15 The user torments and enrages the target, making it incapable of using the same move twice in a row.
Volt Switch STAB Electric Special 70 100% 20 After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
Wild Charge STAB Electric Physical 90 100% 15 The user shrouds itself in electricity and smashes into the target. This also damages the user a little.
Move Type Category Power Acc. PP Description
Metal Sound Steel Status — 85% 40 A horrible sound like scraping metal harshly lowers the target's Sp. Def stat.
Recycle Normal Status — 100% 10 The user recycles a held item that has been used in battle so it can be used again.
Move Type Category Power Acc. PP Description
Charge Beam STAB Electric Special 50 90% 10 The user attacks the target with an electric charge. The residual electricity may also boost the user's Sp. Atk stat.
Electroweb STAB Electric Special 55 95% 15 The user captures opposing Pokémon in an electric net to inflict damage. This also lowers their Speed stats.
Foul Play Dark Physical 95 100% 15 The user turns the target's strength against it. The higher the target's Attack stat, the greater the damage this move inflicts.
Helping Hand Normal Status — 100% 20 The user assists an ally by boosting the power of that ally's attack.
Magic Coat Psychic Status — 100% 15 Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves.
Magnet Rise Electric Status — 100% 10 The user levitates using electrically generated magnetism for five turns.
Recycle Normal Status — 100% 10 The user recycles a held item that has been used in battle so it can be used again.
Rest Psychic Status — 100% 5 The user goes to sleep for two turns. This fully restores the user's HP and cures any status conditions.
Rising Voltage STAB Electric Special 70 100% 20 The user attacks with electricity rising from the ground. This move's power is doubled if the target is on Electric Terrain.
Rollout Rock Physical 30 90% 20 The user continually rolls into the target over five turns. This attack becomes more powerful each time it hits.
Shock Wave STAB Electric Special 60 100% 20 The user strikes the target with a quick jolt of electricity. This attack never misses.
Signal Beam Bug Special 75 100% 15 The user attacks with a sinister beam of light. This may also confuse the target.
Sleep Talk Normal Status — 100% 10 The user randomly uses one of the moves it knows. This move can only be used while the user is asleep.
Steel Roller Steel Physical 130 100% 5 The user attacks while destroying the terrain. This move fails if the ground hasn't turned into a terrain.
Sucker Punch Dark Physical 70 100% 5 This move enables the user to attack first. This move fails if the target is not readying an attack.
Swift Normal Special 60 100% 20 Star-shaped rays are shot at opposing Pokémon. This attack never misses.
Thunderbolt STAB Electric Special 90 100% 15 The user attacks the target with a strong electric blast. This may also leave the target with paralysis.
Wild Charge STAB Electric Physical 90 100% 15 The user shrouds itself in electricity and smashes into the target. This also damages the user a little.

STAB = Same Type Attack Bonus (~1.5× damage) when a damaging move matches this Pokémon’s type(s).