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100 - Voltorb

  Type Ability

(1) Soundproof
(2) Static
(HA) Aftermath

Evolutions


Voltorb
Level 30
Electrode

Defenses

Immune 0.25x Resist 0.5x Resist Neutral 2x Weak 4x Weak
   

















 

Stats

HPATKDEFSPA+10SPD+10SPEBST+20
4030506565100350

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Charge None None 20 Priority: 0. Raises the user's Special Defense by one stage. If the user uses an electric move next turn, its power will be doubled.
1 Tackle 50 100 30 Priority: 0. Inflicts regular damage.
1 Spark 65 100 20 Priority: 0. Has a 30% chance to paralyze the target.
4 Agility None None 30 Priority: 0. Raises the user's Speed by two stages.
7 Thunder Wave None 90 20 Priority: 0. Paralyzes the target.
10 Screech None 85 40 Priority: 0. Lowers the target's Defense by two stages.
13 Thunder Shock 40 100 25 Priority: 0. Has a 10% chance to paralyze the target.
16 Sonic Boom None 90 20 Priority: 0. Inflicts exactly 20 damage.
19 Charge Beam 50 90 15 Priority: 0. Has a 70% chance to raise the user's Special Attack by one stage.
22 Rollout 40 90 20 Priority: 0. User is forced to use this move for five turns. Power doubles every time this move is used in succession to a maximum of 16x, and resets to normal after the lock-in ends.
25 Swift 60 None 20 Priority: 0. Ignores accuracy and evasion modifiers.
28 Volt Switch 70 100 20 Priority: 0. Inflicts regular damage, then the user immediately switches out, and the trainer selects a replacement Pokémon from the party. If the target faints from this attack, the user's trainer selects the new Pokémon to send out first. If the user is the last Pokémon in its party that can battle, it will not switch out.

The user may be hit by pursuit when it switches out, if it has been targeted and pursuit has not yet been used.

This move may be used even if the user is under the effect of ingrain. ingrain's effect will end.
31 Sucker Punch 70 100 5 Priority: 1. If the target has not selected a damaging move this turn, or if the target has already acted this turn, this move will fail.

This move is not affected by iron fist.
35 Signal Beam 75 100 15 Priority: 0. Has a 10% chance to confuse the target.
39 Magnet Rise None None 10 Priority: 0. For five turns, the user is immune to ground moves.

If the user is under the effect of ingrain or has levitate, this move will fail.

This effect is temporarily disabled by and cannot be used during gravity.

This effect is passed on by baton pass.
43 Mirror Coat None 100 20 Priority: -5. Targets the last opposing Pokémon to hit the user with a special move this turn. Inflicts twice the damage that move did to the user. Type immunity applies.
47 Discharge 80 100 15 Priority: 0. Has a 30% chance to paralyze the target.
51 Foul Play 95 100 15 Priority: 0. Damage is calculated using the target's attacking stat rather than the user's.
55 Zap Cannon 120 50 5 Priority: 0. Has a 100% chance to paralyze the target.
59 Explosion 250 100 5 Priority: 0. User faints, even if the attack fails or misses. Inflicts regular damage.

TM Moves

Machine Name Power Accuracy PP Type Damage Class Effect
TM10 Hidden Power 60 100 15 Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM12 Taunt None 100 20 Priority: 0. Target is forced to only use damaging moves for the next 3–5 turns, selected at random.
TM16 Light Screen None None 30 Priority: 0. Reduces damage from special attacks by half for five turns. In double battles, the reduction is 1/3.
TM17 Protect None None 10 Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts.
TM18 Rain Dance None None 5 Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM21 Frustration None 100 20 Priority: 0. Power increases inversely with happiness, given by (255 - happiness) * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM24 Thunderbolt 90 100 10 Priority: 0. Has a 10% chance to paralyze the target.
TM25 Thunder 110 70 5 Priority: 0. Has a 30% chance to paralyze the target.

During rain dance, this move has 100% accuracy.

During sunny day, this move has 50% accuracy.
TM27 Return None 100 20 Priority: 0. Power increases with happiness, given by happiness * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM42 Facade 70 100 20 Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44 Rest None None 10 Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM57 Charge Beam 50 90 15 Priority: 0. Has a 70% chance to raise the user's Special Attack by one stage.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM64 Explosion 250 100 5 Priority: 0. User faints, even if the attack fails or misses. Inflicts regular damage.
TM70 Flash None 100 20 Priority: 0. Lowers the target's accuracy by one stage.
TM72 Volt Switch 70 100 20 Priority: 0. Inflicts regular damage, then the user immediately switches out, and the trainer selects a replacement Pokémon from the party. If the target faints from this attack, the user's trainer selects the new Pokémon to send out first. If the user is the last Pokémon in its party that can battle, it will not switch out.

The user may be hit by pursuit when it switches out, if it has been targeted and pursuit has not yet been used.

This move may be used even if the user is under the effect of ingrain. ingrain's effect will end.
TM73 Thunder Wave None 90 20 Priority: 0. Paralyzes the target.
TM74 Gyro Ball None 100 5 Priority: 0. Power increases with the target's current Speed compared to the user, given by 1 + 25 * target Speed / user Speed, capped at 150.
TM90 Substitute None None 10 Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
TM93 Wild Charge 90 100 10 Priority: 0. Inflicts regular damage without recoil.

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Signal Beam 75 100 15 Priority: 0. Has a 10% chance to confuse the target.
Tutor Magic Coat None None 15 Priority: 4. The first non-damaging move targeting the user this turn that inflicts major status effects, stat changes, or trapping effects will be reflected at its user.

defog, memento, and teeter dance are not reflected.

attract, flatter, gastro acid, leech seed, swagger, worry seed, and yawn are reflected.

This move cannot be copied by mirror move.
Tutor Foul Play 95 100 15 Priority: 0. Damage is calculated using the target's attacking stat rather than the user's.
Tutor Magnet Rise None None 10 Priority: 0. For five turns, the user is immune to ground moves.

If the user is under the effect of ingrain or has levitate, this move will fail.

This effect is temporarily disabled by and cannot be used during gravity.

This effect is passed on by baton pass.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor Sleep Talk None None 10 Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.

Encounter Locations

Location     Level Spawn Percent
Chargestone Cave 1F Cave 32-36 4.0
Virbank Complex - Inside Dark Grass (Doubles)   15-16 10.0
Virbank Complex - Inside Grass   14-15 10.0
Virbank Complex - Inside Shaking Grass   16 15.0