- Type
- Species
- Ball Pokémon
- Height
- 0.5 m
- Weight
- 10.4 kg
Voltorb
- 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.
Base stats
EVs: +1 Speed
| HP | 40 | |
|---|---|---|
| Attack | 30 | |
| Defense | 50 | |
| Sp. Atk | 55 | |
| Sp. Def | 55 | |
| Speed | 100 | |
| Total | 330 |
Abilities
- Soundproof
- Protects against sound-based moves.
- Static
- Has a 30% chance of paralyzing attacking Pokémon on contact.
Locations
- Heartgold
- Npc Trade
StaticOlivine City Lv 1-100 100%
WalkingTeam Rocket HQ Lv 23 100% Johto Safari Zone Lv 42 10% Route 10 Lv 17 30% - Soulsilver
- Npc Trade
StaticOlivine City Lv 1-100 100%
WalkingTeam Rocket HQ Lv 23 100% Johto Safari Zone Lv 42 10% Route 10 Lv 17 30%
Damage taken
- x1
- x1
- x0.5
- x1
- x2
- x1
- x1
- x1
- x0.5
- x1
- x1
- x1
- x0.5
- x1
- x1
- x1
- x1
| Level Up | ||||||||
|---|---|---|---|---|---|---|---|---|
| Level | Attack Name | Type | Class | Power | Accuracy | PP | Effect % | |
| 1 | Charge | Status | -- | -- | 20 | -- | ||
Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn. | ||||||||
| 5 | Tackle | Physical | 40 | 100 | 35 | -- | ||
Inflicts regular damage with no additional effect. | ||||||||
| 8 | Sonic Boom | Special | -- | 90 | 20 | -- | ||
Inflicts 20 points of damage. | ||||||||
| 12 | Spark | Physical | 65 | 100 | 20 | 30 | ||
Has a chance to paralyze the target. | ||||||||
| 15 | Rollout | Physical | 30 | 90 | 20 | -- | ||
Power doubles every turn this move is used in succession after the first, resetting after five turns. | ||||||||
| 19 | Screech | Status | -- | 85 | 40 | -- | ||
Lowers the target’s Defense by two stages. | ||||||||
| 22 | Light Screen | Status | -- | -- | 30 | -- | ||
Reduces damage from special attacks by 50% for five turns. | ||||||||
| 26 | Charge Beam | Special | 50 | 90 | 10 | 70 | ||
Has a chance to raise the user’s Special Attack by one stage. | ||||||||
| 29 | Self-Destruct | Physical | 200 | 100 | 5 | -- | ||
User faints. | ||||||||
| 33 | Swift | Special | 60 | -- | 20 | -- | ||
Never misses. | ||||||||
| 36 | Magnet Rise | Status | -- | -- | 10 | -- | ||
User is immune to Ground moves and effects for five turns. | ||||||||
| 40 | Gyro Ball | Physical | -- | 100 | 5 | -- | ||
Power raises when the user has lower Speed, up to a maximum of 150. | ||||||||
| 43 | Explosion | Physical | 250 | 100 | 5 | -- | ||
User faints. | ||||||||
| 47 | Mirror Coat | Special | -- | 100 | 20 | -- | ||
Inflicts twice the damage the user received from the last special hit it took. | ||||||||
| TM/HM | ||||||||
|---|---|---|---|---|---|---|---|---|
| Machine | Attack Name | Type | Class | Power | Accuracy | PP | Effect % | |
| TM06 | Toxic | Status | -- | 90 | 10 | -- | ||
Badly poisons the target, inflicting more damage every turn. | ||||||||
| TM10 | Hidden Power | Special | 60 | 100 | 15 | -- | ||
Power and type depend upon user’s IVs. Power can range from 30 to 70. | ||||||||
| TM12 | Taunt | Status | -- | 100 | 20 | -- | ||
For the next few turns, the target can only use damaging moves. | ||||||||
| TM16 | Light Screen | Status | -- | -- | 30 | -- | ||
Reduces damage from special attacks by 50% for five turns. | ||||||||
| TM17 | Protect | Status | -- | -- | 10 | -- | ||
Prevents any moves from hitting the user this turn. | ||||||||
| TM18 | Rain Dance | Status | -- | -- | 5 | -- | ||
Changes the weather to rain for five turns. | ||||||||
| TM21 | Frustration | Physical | -- | 100 | 20 | -- | ||
Power increases as happiness decreases, up to a maximum of 102. | ||||||||
| TM24 | Thunderbolt | Special | 90 | 100 | 15 | 10 | ||
Has a chance to paralyze the target. | ||||||||
| TM25 | Thunder | Special | 110 | 70 | 10 | 30 | ||
Has a chance to paralyze the target. | ||||||||
| TM27 | Return | Physical | -- | 100 | 20 | -- | ||
Power increases with happiness, up to a maximum of 102. | ||||||||
| TM32 | Double Team | Status | -- | -- | 15 | -- | ||
Raises the user’s evasion by one stage. | ||||||||
| TM34 | Shock Wave | Special | 60 | -- | 20 | -- | ||
Never misses. | ||||||||
| TM41 | Torment | Status | -- | 100 | 15 | -- | ||
Prevents the target from using the same move twice in a row. | ||||||||
| TM42 | Facade | Physical | 70 | 100 | 20 | -- | ||
Power doubles if user is burned, paralyzed, or poisoned. | ||||||||
| TM43 | Secret Power | Physical | 70 | 100 | 20 | 30 | ||
Has a chance to inflict a status effect which depends upon the terrain. | ||||||||
| TM44 | Rest | Status | -- | -- | 5 | -- | ||
User sleeps for two turns, completely healing itself. | ||||||||
| TM46 | Thief | Physical | 60 | 100 | 25 | -- | ||
Takes the target’s item. | ||||||||
| TM57 | Charge Beam | Special | 50 | 90 | 10 | 70 | ||
Has a chance to raise the user’s Special Attack by one stage. | ||||||||
| TM58 | Endure | Status | -- | -- | 10 | -- | ||
Prevents the user’s HP from lowering below 1 this turn. | ||||||||
| TM64 | Explosion | Physical | 250 | 100 | 5 | -- | ||
User faints. | ||||||||
| TM70 | Flash | Status | -- | 100 | 20 | -- | ||
Lowers the target’s accuracy by one stage. | ||||||||
| TM73 | Thunder Wave | Status | -- | 90 | 20 | -- | ||
Paralyzes the target. | ||||||||
| TM74 | Gyro Ball | Physical | -- | 100 | 5 | -- | ||
Power raises when the user has lower Speed, up to a maximum of 150. | ||||||||
| TM82 | Sleep Talk | Status | -- | -- | 10 | -- | ||
Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | ||||||||
| TM83 | Natural Gift | Physical | -- | 100 | 15 | -- | ||
Power and type depend on the held berry. | ||||||||
| TM87 | Swagger | Status | -- | 85 | 15 | -- | ||
Raises the target’s Attack by two stages and confuses the target. | ||||||||
| TM90 | Substitute | Status | -- | -- | 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. | ||||||||
| Tutor | |||||||
|---|---|---|---|---|---|---|---|
| Attack Name | Type | Class | Power | Accuracy | PP | Effect % | |
| Headbutt | Physical | 70 | 100 | 15 | 30 | ||
Has a chance to make the target flinch. | |||||||
| Magic Coat | Status | -- | -- | 15 | -- | ||
Reflects back the first effect move used on the user this turn. | |||||||
| Magnet Rise | Status | -- | -- | 10 | -- | ||
User is immune to Ground moves and effects for five turns. | |||||||
| Rollout | Physical | 30 | 90 | 20 | -- | ||
Power doubles every turn this move is used in succession after the first, resetting after five turns. | |||||||
| Signal Beam | Special | 75 | 100 | 15 | 10 | ||
Has a chance to confuse the target. | |||||||
| Snore | Special | 50 | 100 | 15 | 30 | ||
Has a chance to make the target flinch. Only works if the user is sleeping. | |||||||
| Sucker Punch | Physical | 70 | 100 | 5 | -- | ||
Only works if the target is about to use a damaging move. | |||||||
| Swift | Special | 60 | -- | 20 | -- | ||
Never misses. | |||||||
Other generations
Red, Blue & Yellow, Gold, Silver & Crystal, Ruby, Sapphire & Emerald, FireRed & LeafGreen, Diamond, Pearl & Platinum, Black & White, Black 2 & White 2, X & Y, Omega Ruby & Alpha Sapphire, Sun & Moon, Ultra Sun & Ultra Moon, Brilliant Diamond & Shining Pearl, Scarlet & Violet