Rotom’s Poké dex
#100 Voltorb
0.5 m
(1'08") —
10.4 kg
(22.9 lbs.)
Ball Pokémon
Ability #1
• Soundproof - Soundproofing of the Pokémon itself gives full
immunity to all sound-based moves.
Ability #2
• Static - The Pokémon is charged with static electricity, so
contact with it may cause paralysis.
Hidden Ability
• Aftermath - Damages the attacker if it contacts the Pokémon
with a finishing hit.
Johto-Dex #120 G SC ~ #121 HG SS
Hoenn-Dex #084 R SE ~ #087 ΩR αS
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#100 Voltorb
• Evolution
#100 Voltorb
• Type efficacy
(Move Power × [4 | 2 | 1 |
0.5 | 0.25 | 0 ])
Normal
Fighting
Flying
Poison
Ground
Rock
Bug
Ghost
Steel
Fire
Water
Grass
Electric
Psychic
Ice
Dragon
Dark
Fairy
Gen. VI+:
1
1
½
1
2
1
1
1
½
1
1
1
½
1
1
1
1
1
Gen. II-V:
1
1
½
1
2
1
1
1
½
1
1
1
½
1
1
1
1
-
Gen. I:
1
1
½
1
2
1
1
1
-
1
1
1
½
1
1
1
-
-
This table ignores the ability.
#100 Voltorb
• Statistics, Effort values & Experience
(MIN–MAX: [0 IV, 0 EV, Nat.-10%] — [31 IV, 252 EV, Nat.+10%])
HP
Attack
Defense
Special Attack
Special Defense
Speed
Base Stats
40
30
50
55
55
100
Special: 55
Level 50[Gen. III+]
100-147
31-90
49-112
54-117
54-117
94-167
Level 100[Gen. III+]
190-284
58-174
94-218
103-229
103-229
184-328
Tot. Base Stats : 330 ; Gen. I: 275
Effort values (1 )[Gen. III+]
0
0
0
0
0
1
Experience : 66 ; Before Black 2 and White 2 : 103
Pokémon GO
Stamina
Attack
Defense
80
109; before Nov 2016: 102
114; before Nov 2016: 124
#100 Voltorb
• Pokédex Entries
Red and Blue Usually found in
power plants.
Easily mistaken
for a POKé BALL,
they have zapped
many people.
Yellow It is said to
camouflage itself
as a POKé BALL. It
will self-destruct
with very little
stimulus.
Stadium Usually found in power plants. In some instances, they have been seen drawing power from the trolleys of electric trains.
Gold It rolls to move.
If the ground is
uneven, a sudden
jolt from hitting
a bump can cause
it to explode.
Silver It was discovered
when POKé BALLS
were introduced.
It is said that
there is some
connection.
Crystal During the study
of this POKéMON,
it was discovered
that its components are not
found in nature.
Stadium 2 It rolls to move. If the ground is uneven, a sudden jolt from hitting a bump can cause it to explode.
Ruby VOLTORB was first sighted at a company
that manufactures POKé BALLS.
The link between that sighting and
the fact that this POKéMON looks very
similar to a POKé BALL remains a
mystery.
Sapphire 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.
Emerald It bears an uncanny and unexplained
resemblance to a POKé BALL. Because it
explodes at the slightest shock, even
veteran TRAINERS treat it with caution.
FireRed A life-form whose identity is unknown.
It is said to SCREECH or suddenly
SELFDESTRUCT.
LeafGreen Usually found in power plants. Easily
mistaken for a POKé BALL, it has
zapped many people.
Diamond It looks just like a Poké Ball.
It is dangerous because it may
electrocute or explode on touch.
Pearl It looks just like a Poké Ball.
It is dangerous because it may
electrocute or explode on touch.
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.
Black It looks just like a Poké Ball.
It is dangerous because it may
electrocute or explode on touch.
White It looks just like a Poké Ball.
It is dangerous because it may
electrocute or explode on touch.
Black 2 and White 2 It looks just like a Poké Ball.
It is dangerous because it may
electrocute or explode on contact.
X It was discovered when Poké Balls were
introduced. It is said that there is
some connection.
Y Usually found in power plants. Easily mistaken for a
Poké Ball, it has zapped many people.
Omega Ruby Voltorb was first sighted at a company that manufactures
Poké Balls. The link between that sighting and the fact
that this Pokémon looks very similar to a Poké Ball remains
a mystery.
Alpha Sapphire 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.
#100 Voltorb
• Locations
Red
Power Plant, Route 10.
Blue
Power Plant, Route 10.
Yellow
Power Plant.
Gold
Route 10.
Silver
Route 10.
Crystal
Route 10.
Ruby
New Mauville.
Sapphire
New Mauville.
Emerald
New Mauville.
FireRed
Power Plant, Route 10.
LeafGreen
Power Plant, Route 10.
Diamond
Route 218.
Pearl
Route 218.
Platinum
Route 218.
HeartGold
Route 10.
SoulSilver
Route 10.
#100 Voltorb
Gen. I-V data
#100 Voltorb
• Egg Groups
#100 Voltorb
• Moves, Learnset of Voltorb
By leveling up
Red and Blue
Move
Power
Accuracy
PP
Priority
Normal
35
95%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Normal
--
85%
40
0
An earsplitting screech harshly lowers the target’s
Defense stat.
Normal
--
90%
20
0
The target is hit with a destructive shock wave that
always inflicts 20 HP damage.
Normal
130
100%
5
0
The user attacks everything around it by causing an
explosion. The user faints upon using this move.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Normal
170
100%
5
0
The user attacks everything around it by causing a
tremendous explosion. The user faints upon using
this move.
By TM/HM
Red and Blue
Move
Power
Accuracy
PP
Priority
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
90
85%
20
0
A reckless, full-body charge attack for slamming into
the target. This also damages the user a little.
Normal
20
100%
20
0
As long as this move is in use, the power of rage
raises the Attack stat each time the user is hit
in battle.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Psychic
--
--
20
0
Use it to flee from any wild Pokémon.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Normal
--
--
10
1
The user endures attacks for two turns, then strikes
back to cause double the damage taken.
Normal
130
100%
5
0
The user attacks everything around it by causing an
explosion. The user faints upon using this move.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
170
100%
5
0
The user attacks everything around it by causing a
tremendous explosion. The user faints upon using
this move.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Yellow
Move
Power
Accuracy
PP
Priority
Normal
35
95%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Normal
--
85%
40
0
An earsplitting screech harshly lowers the target’s
Defense stat.
Normal
--
90%
20
0
The target is hit with a destructive shock wave that
always inflicts 20 HP damage.
Normal
130
100%
5
0
The user attacks everything around it by causing an
explosion. The user faints upon using this move.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Normal
170
100%
5
0
The user attacks everything around it by causing a
tremendous explosion. The user faints upon using
this move.
By TM/HM
Yellow
Move
Power
Accuracy
PP
Priority
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
90
85%
20
0
A reckless, full-body charge attack for slamming into
the target. This also damages the user a little.
Normal
20
100%
20
0
As long as this move is in use, the power of rage
raises the Attack stat each time the user is hit
in battle.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Psychic
--
--
20
0
Use it to flee from any wild Pokémon.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Normal
--
--
10
1
The user endures attacks for two turns, then strikes
back to cause double the damage taken.
Normal
130
100%
5
0
The user attacks everything around it by causing an
explosion. The user faints upon using this move.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
170
100%
5
0
The user attacks everything around it by causing a
tremendous explosion. The user faints upon using
this move.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Gold and Silver
Move
Power
Accuracy
PP
Priority
Normal
35
95%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Normal
--
85%
40
0
An earsplitting screech harshly lowers the target’s
Defense stat.
Normal
--
90%
20
0
The target is hit with a destructive shock wave that
always inflicts 20 HP damage.
Normal
200
100%
5
0
The user attacks everything around it by causing an
explosion. The user faints upon using this move.
Rock
30
90%
20
0
The user continually rolls into the target over five
turns. It becomes more powerful each time it hits.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Normal
250
100%
5
0
The user attacks everything around it by causing a
tremendous explosion. The user faints upon using
this move.
Psychic
--
100%
20
-5
A retaliation move that counters any special attack,
inflicting double the damage taken.
By TM/HM
Gold and Silver
Move
Power
Accuracy
PP
Priority
Normal
70
100%
15
0
The user sticks out its head and attacks by charging
straight into the target. This may also make the
target flinch.
???
--
--
10
0
A move that works differently for the Ghost type
than for all other types.
Rock
30
90%
20
0
The user continually rolls into the target over five
turns. It becomes more powerful each time it hits.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Electric
100
50%
5
0
The user fires an electric blast like a cannon to inflict
damage and cause paralysis.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Normal
40
100%
15
0
This attack can be used only if the user is asleep.
The harsh noise may also make the target flinch.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Crystal
Move
Power
Accuracy
PP
Priority
Normal
35
95%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Normal
--
85%
40
0
An earsplitting screech harshly lowers the target’s
Defense stat.
Normal
--
90%
20
0
The target is hit with a destructive shock wave that
always inflicts 20 HP damage.
Normal
200
100%
5
0
The user attacks everything around it by causing an
explosion. The user faints upon using this move.
Rock
30
90%
20
0
The user continually rolls into the target over five
turns. It becomes more powerful each time it hits.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Normal
250
100%
5
0
The user attacks everything around it by causing a
tremendous explosion. The user faints upon using
this move.
Psychic
--
100%
20
-5
A retaliation move that counters any special attack,
inflicting double the damage taken.
By tutoring
Crystal
Move
Power
Accuracy
PP
Priority
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
By TM/HM
Crystal
Move
Power
Accuracy
PP
Priority
Normal
70
100%
15
0
The user sticks out its head and attacks by charging
straight into the target. This may also make the
target flinch.
???
--
--
10
0
A move that works differently for the Ghost type
than for all other types.
Rock
30
90%
20
0
The user continually rolls into the target over five
turns. It becomes more powerful each time it hits.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Electric
100
50%
5
0
The user fires an electric blast like a cannon to inflict
damage and cause paralysis.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Normal
40
100%
15
0
This attack can be used only if the user is asleep.
The harsh noise may also make the target flinch.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Ruby and Sapphire
Move
Power
Accuracy
PP
Priority
Electric
--
--
20
0
The user boosts the power of the Electric move it
uses on the next turn. This also raises the user’s
Sp. Def stat.
Normal
35
95%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Normal
--
85%
40
0
An earsplitting screech harshly lowers the target’s
Defense stat.
Normal
--
90%
20
0
The target is hit with a destructive shock wave that
always inflicts 20 HP damage.
Electric
65
100%
20
0
The user throws an electrically charged tackle at the
target. This may also leave the target with paralysis.
Normal
200
100%
5
0
The user attacks everything around it by causing an
explosion. The user faints upon using this move.
Rock
30
90%
20
0
The user continually rolls into the target over five
turns. It becomes more powerful each time it hits.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Normal
250
100%
5
0
The user attacks everything around it by causing a
tremendous explosion. The user faints upon using
this move.
Psychic
--
100%
20
-5
A retaliation move that counters any special attack,
inflicting double the damage taken.
By TM/HM
Ruby and Sapphire
Move
Power
Accuracy
PP
Priority
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Dark
40
100%
10
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Emerald
Move
Power
Accuracy
PP
Priority
Electric
--
--
20
0
The user boosts the power of the Electric move it
uses on the next turn. This also raises the user’s
Sp. Def stat.
Normal
35
95%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Normal
--
85%
40
0
An earsplitting screech harshly lowers the target’s
Defense stat.
Normal
--
90%
20
0
The target is hit with a destructive shock wave that
always inflicts 20 HP damage.
Electric
65
100%
20
0
The user throws an electrically charged tackle at the
target. This may also leave the target with paralysis.
Normal
200
100%
5
0
The user attacks everything around it by causing an
explosion. The user faints upon using this move.
Rock
30
90%
20
0
The user continually rolls into the target over five
turns. It becomes more powerful each time it hits.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Normal
250
100%
5
0
The user attacks everything around it by causing a
tremendous explosion. The user faints upon using
this move.
Psychic
--
100%
20
-5
A retaliation move that counters any special attack,
inflicting double the damage taken.
By tutoring
Emerald
Move
Power
Accuracy
PP
Priority
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Normal
250
100%
5
0
The user attacks everything around it by causing a
tremendous explosion. The user faints upon using
this move.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Rock
30
90%
20
0
The user continually rolls into the target over five
turns. It becomes more powerful each time it hits.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
40
100%
15
0
This attack can be used only if the user is asleep.
The harsh noise may also make the target flinch.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
By TM/HM
Emerald
Move
Power
Accuracy
PP
Priority
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Dark
40
100%
10
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
FireRed and LeafGreen
Move
Power
Accuracy
PP
Priority
Electric
--
--
20
0
The user boosts the power of the Electric move it
uses on the next turn. This also raises the user’s
Sp. Def stat.
Normal
35
95%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Normal
--
85%
40
0
An earsplitting screech harshly lowers the target’s
Defense stat.
Normal
--
90%
20
0
The target is hit with a destructive shock wave that
always inflicts 20 HP damage.
Electric
65
100%
20
0
The user throws an electrically charged tackle at the
target. This may also leave the target with paralysis.
Normal
200
100%
5
0
The user attacks everything around it by causing an
explosion. The user faints upon using this move.
Rock
30
90%
20
0
The user continually rolls into the target over five
turns. It becomes more powerful each time it hits.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Normal
250
100%
5
0
The user attacks everything around it by causing a
tremendous explosion. The user faints upon using
this move.
Psychic
--
100%
20
-5
A retaliation move that counters any special attack,
inflicting double the damage taken.
By tutoring
FireRed and LeafGreen
Move
Power
Accuracy
PP
Priority
Normal
250
100%
5
0
The user attacks everything around it by causing a
tremendous explosion. The user faints upon using
this move.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
By TM/HM
FireRed and LeafGreen
Move
Power
Accuracy
PP
Priority
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Dark
40
100%
10
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Colosseum
Move
Power
Accuracy
PP
Priority
Electric
--
--
20
0
The user boosts the power of the Electric move it
uses on the next turn. This also raises the user’s
Sp. Def stat.
Normal
50
100%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Normal
--
85%
40
0
An earsplitting screech harshly lowers the target’s
Defense stat.
Normal
--
90%
20
0
The target is hit with a destructive shock wave that
always inflicts 20 HP damage.
Electric
65
100%
20
0
The user throws an electrically charged tackle at the
target. This may also leave the target with paralysis.
Normal
200
100%
5
0
The user attacks everything around it by causing an
explosion. The user faints upon using this move.
Rock
30
90%
20
0
The user continually rolls into the target over five
turns. It becomes more powerful each time it hits.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Normal
250
100%
5
0
The user attacks everything around it by causing a
tremendous explosion. The user faints upon using
this move.
Psychic
--
100%
20
-5
A retaliation move that counters any special attack,
inflicting double the damage taken.
By TM/HM
Colosseum
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Dark
40
100%
10
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
XD
Move
Power
Accuracy
PP
Priority
Electric
--
--
20
0
The user boosts the power of the Electric move it
uses on the next turn. This also raises the user’s
Sp. Def stat.
Normal
50
100%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Normal
--
85%
40
0
An earsplitting screech harshly lowers the target’s
Defense stat.
Normal
--
90%
20
0
The target is hit with a destructive shock wave that
always inflicts 20 HP damage.
Electric
65
100%
20
0
The user throws an electrically charged tackle at the
target. This may also leave the target with paralysis.
Normal
200
100%
5
0
The user attacks everything around it by causing an
explosion. The user faints upon using this move.
Rock
30
90%
20
0
The user continually rolls into the target over five
turns. It becomes more powerful each time it hits.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Normal
250
100%
5
0
The user attacks everything around it by causing a
tremendous explosion. The user faints upon using
this move.
Psychic
--
100%
20
-5
A retaliation move that counters any special attack,
inflicting double the damage taken.
By tutoring
XD
Move
Power
Accuracy
PP
Priority
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Normal
200
100%
5
0
The user attacks everything around it by causing an
explosion. The user faints upon using this move.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
By TM/HM
XD
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Dark
40
100%
10
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By TM/HM
X and Y
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
90
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
110
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Dark
60
100%
25
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Normal
250
100%
5
0
The user attacks everything around it by causing a
tremendous explosion. The user faints upon using
this move.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
70
100%
20
0
After making its attack, the user rushes back to
switch places with a party Pokémon in waiting.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Steel
--
100%
5
0
The user tackles the target with a high-speed spin.
The slower the user compared to the target, the
greater the move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Electric
90
100%
15
0
The user shrouds itself in electricity and smashes
into its target. This also damages the user a little.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
By TM/HM
Omega Ruby and Alpha Sapphire
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
90
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
110
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Dark
60
100%
25
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Normal
250
100%
5
0
The user attacks everything around it by causing a
tremendous explosion. The user faints upon using
this move.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
70
100%
20
0
After making its attack, the user rushes back to
switch places with a party Pokémon in waiting.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Steel
--
100%
5
0
The user tackles the target with a high-speed spin.
The slower the user compared to the target, the
greater the move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Electric
90
100%
15
0
The user shrouds itself in electricity and smashes
into its target. This also damages the user a little.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
By TM/HM
Sun and Moon
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
90
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
110
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Dark
60
100%
25
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Normal
250
100%
5
0
The user attacks everything around it by causing a
tremendous explosion. The user faints upon using
this move.
Electric
70
100%
20
0
After making its attack, the user rushes back to
switch places with a party Pokémon in waiting.
Electric
--
90%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Steel
--
100%
5
0
The user tackles the target with a high-speed spin.
The slower the user compared to the target, the
greater the move’s power.
Normal
--
85%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Electric
90
100%
15
0
The user shrouds itself in electricity and smashes
into its target. This also damages the user a little.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
By TM/HM
Ultra Sun and Ultra Moon
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
90
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
110
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Dark
60
100%
25
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Normal
250
100%
5
0
The user attacks everything around it by causing a
tremendous explosion. The user faints upon using
this move.
Electric
70
100%
20
0
After making its attack, the user rushes back to
switch places with a party Pokémon in waiting.
Electric
--
90%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Steel
--
100%
5
0
The user tackles the target with a high-speed spin.
The slower the user compared to the target, the
greater the move’s power.
Normal
--
85%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Electric
90
100%
15
0
The user shrouds itself in electricity and smashes
into its target. This also damages the user a little.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
#100 Voltorb
• Sprites & extra info…