Essentials

Voltorb

Voltorb

Electric

Abilities

Soundproof

Protects against sound-based moves.

Static

Has a 30% chance of paralyzing attacking Pokémon on contact.

Dream Ability

Aftermath

Damages the attacker for 1/4 its max HP when knocked out by a contact move.

Damage Taken

  • Bug 1
  • Dark 1
  • Dragon 1
  • Electric ½
  • Fighting 1
  • Fire 1
  • Flying ½
  • Ghost 1
  • Grass 1
  • Ground 2
  • Ice 1
  • Normal 1
  • Poison 1
  • Psychic 1
  • Rock 1
  • Steel ½
  • Water 1

Pokédex Numbers

Introduced in
Generation 1
National
100
Kanto
100 Red, Blue, Yellow, FireRed, LeafGreen
Original Johto
120 Gold, Silver, Crystal
Hoenn
84 Ruby, Sapphire, Emerald
Updated Johto
121 HeartGold, SoulSilver

Names

French
Voltorbe
Chinese
雷電球
Korean
찌리리공
German
Voltobal
Japanese
ビリリダマ (biriridama)
Official Roomaji
Biriridama

Breeding

Gender
genderless Search:
Egg groups
  • Mineral
Hatch counter
20 Search:
Steps to hatch
5355 / 2805

Compatibility

Training

Base EXP
103 Search:
1471 EXP at level
Effort points
  • 1 Speed
Capture rate
190 Search:
Base happiness
70 Search:
Growth rate
medium Search:

Wild held items

Generation 3 nothing
Generation 4 nothing
Generation 5 nothing

Evolution

Baby Basic Stage 1 Stage 2
Voltorb Electrode Level up, starting at level 30

Stats

Pctile Min IVs Max IVs
HP
40
9.9 253 284
Attack
30
5.2 128 159
Defense
50
25.9 168 199
Special Attack
55
35.8 178 209
Special Defense
55
33.6 178 209
Speed
100
87.9 268 299
Total
330
28.0

HeartGold, SoulSilver Pokéathlon Performance

★ Minimum; ✯ Base; ☆ Maximum

Speed
★★★✯✯
Power
★☆
Skill
★✯✯
Stamina
★☆
Jump
★★★✯☆
Total
9/14/17

Flavor

Flavor Text

Generation 4
Diamond, Pearl, Platinum

It looks just like a Poké Ball. It is dangerous because it may electrocute or explode on touch.

HeartGold

It rolls to move. If the ground is uneven, a sudden jolt from hitting a bump can cause it to explode.

SoulSilver

It was discovered when Poké Balls were introduced. It is said that there is some connection.

Generation 5
Black, White

It looks just like a Poké Ball. It is dangerous because it may electrocute or explode on touch.

Sprites

Voltorb Voltorb Voltorb Voltorb

Miscellany

Species
Ball Search:
Color
Red Search:
Cry
Habitat FireRed, LeafGreen
urban Search:
Footprint
Voltorb
Shape
Pomaceous Search:

Height

${_("Trainer dude")}

Voltorb
5

1'7.7"
0.5 m

Weight

${_("Trainer dudette")}

Voltorb
104

22.9 lb
10.4 kg

Locations

Red Red
Blue Blue
Yellow Yellow
Ruby Ruby
Sapphire Sapphire
Emerald Emerald
FireRed FireRed
LeafGreen LeafGreen
Diamond Diamond
Pearl Pearl
Platinum Platinum
HeartGold HeartGold
SoulSilver SoulSilver

Moves

Electric moves get STAB, and have their type highlighted in green.

Special moves better suit Voltorb's higher Special Attack, and have their class highlighted in green.

Generation 1 Generation 2 Generation 3 Generation 4 Generation 5 Move Type Class PP Power Acc Pri Effect
Level up: Learned when a Pokémon reaches a certain level.
Charge Electric non-damaging 20

Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn.

5 5 Tackle Normal physical 35 50 100%

Inflicts regular damage with no additional effect.

8 8 SonicBoom Normal special 20 * 90%

Inflicts 20 points of damage.

12 12 Spark Electric physical 20 65 100%

Has a 30% chance to paralyze the target.

15 15 Rollout Rock physical 20 30 90%

Power doubles every turn this move is used in succession after the first, resetting after five turns.

9 8 19 19 Screech Normal non-damaging 40 85%

Lowers the target's Defense by two stages.

22 Charge Beam Electric special 10 50 90%

Has a 70% chance to raise the user's Special Attack by one stage.

22 26 Light Screen Psychic non-damaging 30

Reduces damage from special attacks by 50% for five turns..

29 Electro Ball Electric special 10 * 100%

Power is higher when the user has greater Speed than the target, up to a maximum of 150.

26 Charge Beam Electric special 10 50 90%

Has a 70% chance to raise the user's Special Attack by one stage.

17 17 15 SonicBoom Normal special 20 * 90%

Inflicts 20 points of damage.

21 Spark Electric physical 20 65 100%

Has a 30% chance to paralyze the target.

22 23 27 29 33 Selfdestruct Normal physical 5 200 100%

User faints.

29 32 Rollout Rock physical 20 30 90%

Power doubles every turn this move is used in succession after the first, resetting after five turns.

29 33 37 Light Screen Psychic non-damaging 30

Reduces damage from special attacks by 50% for five turns..

36 37 42 33 36 Swift Normal special 20 60

Never misses.

43 39 46 Explosion Normal physical 5 250 100%

User faints.

36 40 Magnet Rise Electric non-damaging 10

User is immune to Ground moves and effects for five turns.

40 43 Gyro Ball Steel physical 5 * 100%

Power raises when the user has lower Speed, up to a maximum of 150.

43 47 Explosion Normal physical 5 250 100%

User faints.

41 49 47 50 Mirror Coat Psychic special 20 * 100% -5

Inflicts twice the damage the user received from the last special hit it took.

Generation 1 Generation 2 Generation 3 Generation 4 Generation 5 Move Type Class PP Power Acc Pri Effect
Tutor: Can be taught at any time by an NPC.
Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Endure Normal non-damaging 10 4

Prevents the user's HP from lowering below 1 this turn.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Explosion Normal physical 5 250 100%

User faints.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Headbutt Normal physical 15 70 100%

Has a 30% chance to make the target flinch.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Magnet Rise Electric non-damaging 10

User is immune to Ground moves and effects for five turns.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Mimic Normal non-damaging 10

Copies the target's last used move.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Role Play Psychic non-damaging 10

Copies the target's ability.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Rollout Rock physical 20 30 90%

Power doubles every turn this move is used in succession after the first, resetting after five turns.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Signal Beam Bug special 15 75 100%

Has a 10% chance to confuse the target.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Sleep Talk Normal non-damaging 10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Snore Normal special 15 40 100%

Has a 30% chance to make the target flinch. Only works if the user is sleeping.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Substitute Normal non-damaging 10

Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Sucker Punch Dark physical 5 80 100% 1

Only works if the target is about to use a damaging move.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Swagger Normal non-damaging 15 90%

Raises the target's Attack by two stages and confuses the target.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Swift Normal special 20 60

Never misses.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Thunder Wave Electric non-damaging 20 100%

Paralyzes the target.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Thunderbolt Electric special 15 95 100%

Has a 10% chance to paralyze the target.

Generation 1 Generation 2 Generation 3 Generation 4 Generation 5 Move Type Class PP Power Acc Pri Effect
Machine: Can be taught at any time by using a TM or HM.
02 Headbutt Normal physical 15 70 100%

Has a 30% chance to make the target flinch.

03 Curse Ghost non-damaging 10

Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.

04 Rollout Rock physical 20 30 90%

Power doubles every turn this move is used in succession after the first, resetting after five turns.

06 06 06 06 06 Toxic Poison non-damaging 10 90%

Badly poisons the target, inflicting more damage every turn.

09 Take Down Normal physical 20 90 85%

User receives 1/4 the damage it inflicts in recoil.

20 Rage Normal physical 20 20 100%

If the user is hit after using this move, its Attack rises by one stage.

07 Zap Cannon Electric special 5 120 50%

Has a 100% chance to paralyze the target.

10 10 10 10 Hidden Power Normal special 15 * 100%

Power and type depend upon user's IVs. Power can range from 30 to 70.

13 Snore Normal special 15 40 100%

Has a 30% chance to make the target flinch. Only works if the user is sleeping.

12 12 12 Taunt Dark non-damaging 20 100%

For the next few turns, the target can only use damaging moves.

16 16 16 Light Screen Psychic non-damaging 30

Reduces damage from special attacks by 50% for five turns..

17 17 17 17 Protect Normal non-damaging 10 4

Prevents any moves from hitting the user this turn.

18 18 18 18 Rain Dance Water non-damaging 5

Changes the weather to rain for five turns.

20 Endure Normal non-damaging 10 4

Prevents the user's HP from lowering below 1 this turn.

21 21 21 21 Frustration Normal physical 20 * 100%

Power increases as happiness decreases, up to a maximum of 102.

24 24 24 24 Thunderbolt Electric special 15 95 100%

Has a 10% chance to paralyze the target.

25 25 25 25 25 Thunder Electric special 10 120 70%

Has a 30% chance to paralyze the target.

30 Teleport Psychic non-damaging 20

Immediately ends wild battles. No effect otherwise.

31 Mimic Normal non-damaging 10

Copies the target's last used move.

27 27 27 27 Return Normal physical 20 * 100%

Power increases with happiness, up to a maximum of 102.

32 32 32 32 32 Double Team Normal non-damaging 15

Raises the user's evasion by one stage.

34 34 Shock Wave Electric special 20 60

Never misses.

41 41 41 Torment Dark non-damaging 15 100%

Prevents the target from using the same move twice in a row.

42 42 42 Facade Normal physical 20 70 100%

Power doubles if user is burned, paralyzed, or poisoned.

43 43 Secret Power Normal physical 20 70 100%

Has a 30% chance to inflict a status effect which depends upon the terrain.

34 Swagger Normal non-damaging 15 90%

Raises the target's Attack by two stages and confuses the target.

35 Sleep Talk Normal non-damaging 10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

33 Reflect Psychic non-damaging 20

Reduces damage from physical attacks by half.

34 Bide Normal physical 10 * 1

User waits for two turns, then hits back for twice the damage it took.

36 Selfdestruct Normal physical 5 200 100%

User faints.

39 39 Swift Normal special 20 60

Never misses.

44 44 44 44 44 Rest Psychic non-damaging 10

User sleeps for two turns, completely healing itself.

46 46 46 Thief Dark physical 10 40 100%

Takes the target's item.

48 Round Normal special 15 60 100%

Has double power if it's used more than once per turn.

45 Thunder Wave Electric non-damaging 20 100%

Paralyzes the target.

57 57 Charge Beam Electric special 10 50 90%

Has a 70% chance to raise the user's Special Attack by one stage.

58 Endure Normal non-damaging 10 4

Prevents the user's HP from lowering below 1 this turn.

47 64 64 Explosion Normal physical 5 250 100%

User faints.

H5 H5 70 70 Flash Normal non-damaging 20 100%

Lowers the target's accuracy by one stage.

72 Volt Switch Electric special 20 70 100%

User must switch out after attacking.

73 73 Thunder Wave Electric non-damaging 20 100%

Paralyzes the target.

74 74 Gyro Ball Steel physical 5 * 100%

Power raises when the user has lower Speed, up to a maximum of 150.

82 Sleep Talk Normal non-damaging 10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

83 Natural Gift Normal physical 15 * 100%

Power and type depend on the held berry.

87 87 Swagger Normal non-damaging 15 90%

Raises the target's Attack by two stages and confuses the target.

50 90 90 Substitute Normal non-damaging 10

Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

H5 Flash Normal non-damaging 20 100%

Lowers the target's accuracy by one stage.

93 Wild Charge Electric physical 15 90 100%

User receives 1/4 the damage it inflicts in recoil.

External Links