voltorb #100 voltorb

Datos del Pokémon

electric
Altura: 0.5 m
Peso: 10.4 kg

Habilidades

  • soundproof

    Protects against sound-based moves.

  • static

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

  • aftermath

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

Movimientos Descripción
headbutt Has a 30% chance to make the target flinch.
tackle Inflicts regular damage with no additional effect.
take-down User receives 1/4 the damage it inflicts in recoil.
double-edge User receives 1/3 the damage inflicted in recoil.
sonic-boom Inflicts 20 points of damage.
thunder-shock Has a 10% chance to paralyze the target.
thunderbolt Has a 10% chance to paralyze the target.
thunder-wave Paralyzes the target.
thunder Has a 30% chance to paralyze the target.
toxic Badly poisons the target, inflicting more damage every turn.
agility Raises the user’s Speed by two stages.
rage If the user is hit after using this move, its Attack rises by one stage.
teleport Immediately ends wild battles. No effect otherwise.
mimic Copies the target’s last used move.
screech Lowers the target’s Defense by two stages.
double-team Raises the user’s evasion by one stage.
light-screen Reduces damage from special attacks by 50% for five turns.
reflect Reduces damage from physical attacks by half.
bide User waits for two turns, then hits back for twice the damage it took.
self-destruct User faints.
swift Never misses.
flash Lowers the target’s accuracy by one stage.
explosion User faints.
rest User sleeps for two turns, completely healing itself.
substitute Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
thief Takes the target’s item.
snore Has a 30% chance to make the target flinch. Only works if the user is sleeping.
curse Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
protect Prevents any moves from hitting the user this turn.
zap-cannon Has a 100% chance to paralyze the target.
endure Prevents the user’s HP from lowering below 1 this turn.
rollout Power doubles every turn this move is used in succession after the first, resetting after five turns.
swagger Raises the target’s Attack by two stages and confuses the target.
spark Has a 30% chance to paralyze the target.
sleep-talk Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
return Power increases with happiness, up to a maximum of 102.
frustration Power increases as happiness decreases, up to a maximum of 102.
hidden-power Power and type depend upon user’s IVs. Power can range from 30 to 70.
rain-dance Changes the weather to rain for five turns.
mirror-coat Inflicts twice the damage the user received from the last special hit it took.
torment Prevents the target from using the same move twice in a row.
facade Power doubles if user is burned, paralyzed, or poisoned.
charge Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
taunt For the next few turns, the target can only use damaging moves.
helping-hand Ally’s next move inflicts half more damage.
magic-coat Reflects back the first effect move used on the user this turn.
recycle User recovers the item it last used up.
secret-power Has a 30% chance to inflict a status effect which depends upon the terrain.
metal-sound Lowers the target’s Special Defense by two stages.
signal-beam Has a 10% chance to confuse the target.
shock-wave Never misses.
gyro-ball Power raises when the user has lower Speed, up to a maximum of 150.
natural-gift Power and type depend on the held berry.
sucker-punch Only works if the target is about to use a damaging move.
magnet-rise User is immune to Ground moves and effects for five turns.
discharge Has a 30% chance to paralyze the target.
charge-beam Has a 70% chance to raise the user’s Special Attack by one stage.
electro-ball Power is higher when the user has greater Speed than the target, up to a maximum of 150.
foul-play Calculates damage with the target’s attacking stat.
round Has double power if it’s used more than once per turn.
volt-switch User must switch out after attacking.
electroweb Lowers the target’s Speed by one stage.
wild-charge User receives 1/4 the damage it inflicts in recoil.
confide Lowers the target’s Special Attack by one stage.
eerie-impulse Lowers the target’s Special Attack by two stages.
electric-terrain For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power.
tera-blast

Estadísticas Base

hp 40
attack 30
defense 50
special attack 55
special defense 55
speed 100