Difference between revisions of "Voltorb"

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{{PokemonBox|name=Voltorb|number=100|type1=Electric|Evolution=Electrode|P=Kingler|N=Electrode|PN=099|A1=Soundproof|A2=Static|HP=40|ATK=30|DEF=50|SPCA=55|SPCD=55|SPD=100}}
{{PokémonV2| Version = 0.54.2| Evolution style =
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Define the Pokémon National ID.
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| ID = 100
| KantoDex = 146
| JohtoDex =  
| SeviiDex =  


== Information ==
<!--
{{T|Voltorb|Electric||}}
Define the Pokémon Type.
-->
| Type 1 = Electric
| Type 2 =


Voltorb are spherical Pokémon with no arms or legs. They look like a Poké Ball with a face, minus the button; their top half is red, while their bottom half is white. They were first seen in the plant where modern Poké Balls were invented. Voltorb and their evolution, {{SSPokemon|Electrode}}, could be forms of energy, but it is unknown where that energy came from or how it created them. Because of the similarities with the Poké Ball, it has been suggested that Voltorb are artificial Pokémon, created with some form of human involvement.
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Define how many different evolution branch/lines are there.
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| Number of DE = 1


Voltord evolves into {{Pokemon|Electrode}} at level 30.
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| Number of ED = 0


== Pok&eacute;dex Entry ==
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It rolls to move. If the ground is uneven, a sudden jolt from hitting a bump can cause it to explode.
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| Number of EL = 1


{{Datatable|Ball|0.5|10.4}}
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Define the Evolution Condition for each stage in the same family.


== Location ==
Syntax:
{{Location|Olivine City|Trade}}
Level: {{PokémonV2/EC|Level|Level=##}}
Friendship: {{PokémonV2/EC|Friendship}}
Friendship / Time: {{PokémonV2/EC|Friendship / Time|Time=##}}
Move: {{PokémonV2/EC|Move|Move=##}}
Area: {{PokémonV2/EC|Area|Area=##}}
Time / Level: {{PokémonV2/EC|Time / Level|Time=##|Level=##}}
Item: {{PokémonV2/EC|Item|Item=##}}
Item / Time: {{PokémonV2/EC|Item / Time|Item=##|Time=##}}
-->
| EC 1 = {{PokémonV2/EC|Level|Level=30}}
| EC 2 =


=== Trainer ===
| EC 3 =  
{{TUT}}
| EC 4 =
{{TU|Under Ground|11|Super Nerd|Taru}}
{{TU|Route 35|2<br />Lv. 6<br />Lv. 10<br />Lv. 14|Juggler|Irwin}}
{{TU|National Park|15|School Boy|Jack}}
|}


== Moves ==
| EC 5 =
{{Pokemove}}
| EC 6 =
{{Mop|1|268}}
{{Mop|5|33}}
{{Mop|8|49}}
{{Mop|12|209}}
{{Mop|15|205}}
{{Mop|19|103}}
{{Mop|22|451}}
{{Mop|26|113}}
{{Mop|29|486}}
{{Mop|33|120}}
{{Mop|36|129}}
{{Mop|40|393}}
{{Mop|47|153}}
{{Mop|43|360}}
{{Mop|50|243}}
|}


== Version history ==
| EC 7 =  
| EC 8 =  


{| class="wikitable"
| EC 9 =
|-
| EC 10 =
! Version
 
! Changes
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|-
| EC 12 =
| 0.19
 
| Introduced
| EC 13 =
|}
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Define the Evolution Pokémon ID for each stage in the same family.
** Press Show preview button on the bottom to check if the automated data is correct or not. **
If the automated data is wrong, please manually type the National ID for each Pokémon.
 
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Define the current evolution branch/line for the pokémon.
This is to define which branch/line to get data for the category.
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| Current EB =
 
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Define how many different forms for this Pokémon.
Please Include the original form as well.
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Define the Pokémon Ability
Syntax: Ability # = {{AbilityV2|Name|<ID>}}
If you do not know their ability ID, then you can type their Names after the equal sign instead of {{AbilityV2|Name|<ID>}}.
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| Ability 1 = {{AbilityV2|Name|43}}
| Ability 2 = {{AbilityV2|Name|9}}
| Hidden Ability = {{AbilityV2|Name|106}}
<!--
Define the Pokémon Basic Stats.
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| HP = 40
| Attack = 30
| Defense = 50
| Special Atk = 55
| Special Def = 55
| Speed = 100
 
| HP1 =
| Attack1 =
| Defense1 =
| Special Atk1 =
| Special Def1 =
| Speed1 =
 
<!--
Define Additional Info about that Pokémon
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| Info = Voltorb are Pokémon that look like a large Poké Ball. Spherical in shape, Voltorb's top half is colored red while its bottom half is white. Voltorb do not have much else in features besides its eyes, which usually indicate that it is angry.
<!--
Define Pokédex Entry about that Pokémon
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| Pokédex Entry = It rolls to move. If the ground is uneven, a sudden jolt from hitting a bump can cause it to explode.
| Species = Ball Pokémon
| Height = 0.5
| Weight = 10.4
 
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Define Special Appearances.
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| Special Appearances =
 
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Define the Location that you can find this pokémon.
For Evolution Pokémon only:
Syntax: Locations = {{LocationV2|Evolve||<Pokémon Name>}}
Syntax: Locations = {{LocationV2|Evolve||{{PokémonListV2|Name|<Pokémon ID>}}}}
For Breeding Pokémon only:
Syntax: Locations = {{LocationV2|Breed||<Pokémon Name>}}
For Places:
Syntax: Locations = {{LocationV2||<Places>|<Method>}}
For trading:
Syntax: Locations = {{LocationV2|Trade||}}
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| Locations =
{{LocationV2||Team Rocket HQ|Trap Floor}}
{{LocationV2||Route 10|grass}}
{{LocationV2||Olivine City|trade}}
{{LocationV2||Safari Zone|[[Safari Zone#City|City]]}}
{{LocationV2||Safari Zone|[[Safari Zone#Abandoned Power Plant|Abandoned Power Plant]]}}
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Define the moves that the Pokémon Learn.
Syntax: Moves =  {{MoveV2|<Level>|<ID>}}
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| Moves =
{{MoveV2|-|268}}
{{MoveV2|5|33}}
{{MoveV2|8|49}}
{{MoveV2|10|598}}
{{MoveV2|12|209}}
{{MoveV2|15|205}}
{{MoveV2|19|103}}
{{MoveV2|22|451}}
{{MoveV2|26|113}}
{{MoveV2|29|486}}
{{MoveV2|33|120}}
{{MoveV2|36|129}}
{{MoveV2|40|393}}
{{MoveV2|43|360}}
{{MoveV2|47|153}}
{{MoveV2|50|243}}
 
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Define the TM/HM moves that the Pokémon Learn.
Syntax: Moves =  {{MoveV2|<TM/HM Number>|<Move ID>}}
-->
| TM/HM Moves =
{{MoveV2|TM 2|29}}
{{MoveV2|TM 3|174}}
{{MoveV2|TM 4|205}}
{{MoveV2|TM 6|92}}
{{MoveV2|TM 7|192}}
{{MoveV2|TM 10|237}}
{{MoveV2|TM 13|173}}
{{MoveV2|TM 15|63}}
{{MoveV2|TM 17|182}}
{{MoveV2|TM 18|240}}
{{MoveV2|TM 20|203}}
{{MoveV2|TM 21|218}}
{{MoveV2|TM 25|87}}
{{MoveV2|TM 27|216}}
{{MoveV2|TM 32|104}}
{{MoveV2|TM 34|207}}
{{MoveV2|TM 35|214}}
{{MoveV2|TM 39|129}}
{{MoveV2|TM 43|197}}
{{MoveV2|TM 44|156}}
{{MoveV2|TM 45|213}}
{{MoveV2|TM 46|168}}
{{MoveV2|TM 57|34}}
{{MoveV2|TM 58|36}}
{{MoveV2|TM 59|38}}
{{MoveV2|TM 67|99}}
{{MoveV2|TM 70|85}}
{{MoveV2|TM 72|100}}
{{MoveV2|TM 73|102}}
{{MoveV2|TM 75|117}}
{{MoveV2|TM 77|120}}
{{MoveV2|TM 82|86}}
{{MoveV2|TM 84|153}}
{{MoveV2|TM 87|164}}
{{MoveV2|TM 95|269}}
{{MoveV2|TM 96|113}}
{{MoveV2|TM 99|351}}
{{MoveV2|TM 103|259}}
{{MoveV2|TM 104|263}}
{{MoveV2|TM 105|290}}
{{MoveV2|TM 115|451}}
{{MoveV2|TM 124|416}}
{{MoveV2|TM 129|360}}
{{MoveV2|TM 131|445}}
{{MoveV2|TM 134|363}}
{{MoveV2|TM 149|496}}
{{MoveV2|TM 158|521}}
{{MoveV2|TM 164|528}}
{{MoveV2|TM 170|590}}
{{MoveV2|HM 05|148}}
 
<!--
Define the Breeding moves that the Pokémon Learn.
Syntax: Moves =  {{MoveV2||<Move ID>}}
-->
| Breeding Moves =
 
<!--
Define the Tutoring moves that the Pokémon Learn.
Syntax: Moves =  {{MoveV2||<Move ID>}}
-->
| Tutoring Moves =
 
<!--
Define the Version History of the Pokémon.
Syntax: Version History = {{VersionHistoryV2|<Version>|<Descriptions>}}
-->
| Version History =
{{VersionHistoryV2|0.51.1|Page updated.}}
{{VersionHistoryV2|0.52.0|Pokémon data is now updated to Gen 6.}}
}}

Latest revision as of 04:23, 12 May 2022



Information

Voltorb is a Electric type Pokémon.

Voltorb evolves into Electrode starting at level 30.

Voltorb are Pokémon that look like a large Poké Ball. Spherical in shape, Voltorb's top half is colored red while its bottom half is white. Voltorb do not have much else in features besides its eyes, which usually indicate that it is angry.

Pokédex Entry

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

Species Height Weight
Ball Pokémon 0.5 m 10.4 Kg


Locations / How to obtain

Edit
Region Location Method
Johto Team Rocket HQ Trap Floor
Kanto Route 10 grass
Johto Olivine City trade
Johto Safari Zone [[City]]
Johto Safari Zone [[Abandoned Power Plant]]


Voltorb
Voltorb.png
National Dex: #100
Kanto Dex: #146
Type: Electric
Evolution:
Voltorb
100MS.png
Electrode
101MS.png
099MS.png
Home
101MS.png
Kingler Electrode
Ability
Soundproof Static
Aftermath
Hidden Ability
Stats
HP
40
Attack
30
Defense
50
Special Atk.
55
Special Def.
55
Speed
100
Total
330

Learnset

By Leveling up

Edit
Level Name Type Category Contest Description PP Power Accuracy Implemented?
- Charge Electric Status Smart The user boosts the power of the Electric move it uses on the next turn. It also raises the user's Sp. Def stat. 20 (Max: 32) 0 0 Yes
5 Tackle Normal Physical Tough A physical attack in which the user charges and slams into the target with its whole body. 35 (Max: 56) 50 100 Yes
8 Sonic Boom Normal Special Cool The target is hit with a destructive shock wave that always inflicts 20 HP damage. 20 (Max: 32) 0 90 Yes
10 Eerie Impulse Electric Status Cute The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat. 15 (Max: 24) 0 100 Yes
12 Spark Electric Physical Cool The user throws an electrically charged tackle at the target. It may also leave the target with paralysis. 20 (Max: 32) 65 100 Yes
15 Rollout Rock Physical Tough The user continually rolls into the target over five turns. It becomes stronger each time it hits. 20 (Max: 32) 30 90 Yes
19 Screech Normal Status Smart An earsplitting screech harshly reduces the target's Defense stat. 40 (Max: 64) 0 85 Yes
22 Charge Beam Electric Special Beauty The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. 10 (Max: 16) 50 90 Yes
26 Light Screen Psychic Status Beauty A wondrous wall of light is put up to suppress damage from special attacks for five turns. 30 (Max: 48) 0 0 Yes
29 Electro Ball Electric Special Cool The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power. 10 (Max: 16) 0 100 Yes
33 Selfdestruct Normal Physical Beauty The user attacks everything around it by causing an explosion. The user faints upon using this move. 5 (Max: 8) 200 100 Yes
36 Swift Normal Special Cool Star-shaped rays are shot at the opposing team. This attack never misses. 20 (Max: 32) 60 0 Yes
40 Magnet Rise Electric Status Cute The user levitates using electrically generated magnetism for five turns. 10 (Max: 16) 0 0 No
43 Gyro Ball Steel Physical Beauty The user tackles the target with a high-speed spin. The slower the user, the greater the damage. 5 (Max: 8) 0 100 Yes
47 Explosion Normal Physical Beauty The user explodes to inflict damage on those around it. The user faints upon using this move. 5 (Max: 8) 250 100 Yes
50 Mirror Coat Psychic Physical Cool A retaliation move that counters any special attack, inflicting double the damage taken. 20 (Max: 32) 0 100 Yes


By TM/HM

Edit
TM/HM Name Type Category Contest Description PP Power Accuracy Implemented?
TM 2 Headbutt Normal Physical Tough The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch. 15 (Max: 24) 70 100 Yes
TM 3 Curse None Status Tough A move that works differently for the Ghost type than for all other types. 10 (Max: 16) 0 0 Yes
TM 4 Rollout Rock Physical Tough The user continually rolls into the target over five turns. It becomes stronger each time it hits. 20 (Max: 32) 30 90 Yes
TM 6 Toxic Poison Status Smart A move that leaves the target badly poisoned. Its poison damage worsens every turn. 10 (Max: 16) 0 90 Yes
TM 7 Zap Cannon Electric Special Cool The user fires an electric blast like a cannon to inflict damage and cause paralysis. 5 (Max: 8) 120 50 Yes
TM 10 Hidden Power Normal Special Smart A unique attack that varies in type and intensity depending on the Pokémon using it. 15 (Max: 24) 70 100 Yes
TM 13 Snore Normal Special Cute An attack that can be used only if the user is asleep. The harsh noise may make the target flinch. 15 (Max: 24) 50 100 Yes
TM 15 Hyper Beam Normal Special Cool The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. 5 (Max: 8) 150 90 Yes
TM 17 Protect Normal Status Cute It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Has a priority of +3 10 (Max: 16) 0 0 Yes
TM 18 Rain Dance Water Status Tough The user summons a heavy rain that falls for five turns, powering up Water-type moves. 5 (Max: 8) 0 0 Yes
TM 20 Endure Normal Status Tough The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. Has a priority of +3 10 (Max: 16) 0 0 Yes
TM 21 Frustration Normal Physical Cute A full-power attack that grows more powerful the less the user likes its Trainer. 20 (Max: 32) 0 100 Yes
TM 25 Thunder Electric Special Cool A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis. 10 (Max: 16) 110 70 Yes
TM 27 Return Normal Physical Cute A full-power attack that grows more powerful the more the user likes its Trainer. 20 (Max: 32) 0 100 Yes
TM 32 Double Team Normal Status Cool By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. 15 (Max: 24) 0 0 Yes
TM 34 Swagger Normal Status Cute The user enrages and confuses the target. However, it also sharply raises the target's Attack stat. 15 (Max: 24) 0 90 Yes
TM 35 Sleep Talk Normal Status Cute While it is asleep, the user randomly uses one of the moves it knows. 10 (Max: 16) 0 0 Yes
TM 39 Swift Normal Special Cool Star-shaped rays are shot at the opposing team. This attack never misses. 20 (Max: 32) 60 0 Yes
TM 43 Detect Fighting Status Cool It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Has a priority of +4 5 (Max: 8) 0 0 Yes
TM 44 Rest Psychic Status Cute The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem. 10 (Max: 16) 0 0 Yes
TM 45 Attract Normal Status Cute If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. 15 (Max: 24) 0 100 Yes
TM 46 Thief Dark Physical Tough The user attacks and steals the target's item simultaneously. It can't steal if the user holds an item. 25 (Max: 40) 60 100 Yes
TM 57 Body Slam Normal Physical Tough The user drops onto the target with its full body weight. It may also leave the target with paralysis. 15 (Max: 24) 85 100 Yes
TM 58 Take Down Normal Physical Tough A reckless, full-body charge attack for slamming into the target. It also damages the user a little. 20 (Max: 32) 90 85 Yes
TM 59 Double-Edge Normal Physical Tough A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. 15 (Max: 24) 120 100 Yes
TM 67 Rage Normal Physical Tough As long as this move is in use, the power of rage raises the Attack stat each time the user is hit in battle. 20 (Max: 32) 20 100 Yes
TM 70 Thunderbolt Electric Special Cool A strong electric blast is loosed at the target. It may also leave the target with paralysis. 15 (Max: 24) 90 100 Yes
TM 72 Teleport Psychic Status Cool Use it to flee from any wild Pokémon. It can also warp to the last Pokémon Center visited. 20 (Max: 32) 0 0 Yes
TM 73 Mimic Normal Status Cute The user copies the target's last move. The move can be used during battle until the Pokémon is switched out. 10 (Max: 16) 0 0 Yes
TM 75 Bide Normal Physical Tough The user endures attacks for two turns, then strikes back to cause double the damage taken. 'Has a priority of +1 10 (Max: 16) 0 0 Yes
TM 77 Selfdestruct Normal Physical Beauty The user attacks everything around it by causing an explosion. The user faints upon using this move. 5 (Max: 8) 200 100 Yes
TM 82 Thunder Wave Electric Status Cool A weak electric charge is launched at the target. It causes paralysis if it hits. 20 (Max: 32) 0 100 Yes
TM 84 Explosion Normal Physical Beauty The user explodes to inflict damage on those around it. The user faints upon using this move. 5 (Max: 8) 250 100 Yes
TM 87 Substitute Normal Status Smart The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. 10 (Max: 16) 0 0 Yes
TM 95 Taunt Dark Status Smart The target is taunted into a rage that allows it to use only attack moves for three turns. 20 (Max: 32) 0 100 Yes
TM 96 Light Screen Psychic Status Beauty A wondrous wall of light is put up to suppress damage from special attacks for five turns. 30 (Max: 48) 0 0 Yes
TM 99 Shock Wave Electric Special Cool The user strikes the target with a quick jolt of electricity. This attack cannot be evaded. 20 (Max: 32) 60 0 Yes
TM 103 Torment Dark Status Tough The user torments and enrages the target, making it incapable of using the same move twice in a row. 15 (Max: 24) 0 100 Yes
TM 104 Facade Normal Physical Cute An attack move that doubles its power if the user is poisoned, burned, or has paralysis. 20 (Max: 32) 70 100 Yes
TM 105 Secret Power Normal Physical Smart The user attacks the target with a secret power. Its additional effects vary depending on the user's environment. 20 (Max: 32) 70 10 No
TM 115 Charge Beam Electric Special Beauty The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. 10 (Max: 16) 50 90 Yes
TM 124 Giga Impact Normal Physical Beauty The user charges at the target using every bit of its power. The user can't move on the next turn. 5 (Max: 8) 150 90 Yes
TM 129 Gyro Ball Steel Physical Beauty The user tackles the target with a high-speed spin. The slower the user, the greater the damage. 5 (Max: 8) 0 100 Yes
TM 131 Captivate Normal Status Cute If any opposing Pokemon is the opposite gender of the user, it is charmed, which harshly lowers its Sp. Atk stat. 20 (Max: 32) 0 100 Yes
TM 134 Natural Gift Normal Special Smart The user draws power to attack by using its held Berry. The Berry determines the move's type and power. 15 (Max: 24) 0 100 Yes
TM 149 Round Normal Special Beauty The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. 15 (Max: 24) 60 10 No
TM 158 Volt Switch Electric Special Cool - Blank Description - 20 (Max: 32) 70 100 No
TM 164 Wild Charge Electric Physical Cool The user shrouds itself in electricity and smashes into its target. It also damages the user a little. 15 (Max: 24) 90 100 Yes
TM 170 Confide Normal Status Cute The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk. stat. 20 (Max: 32) 0 0 Yes
HM 05 Flash Electric Special Beauty The user flashes a bright light with enormous speed at the target. It cuts the user's accuracy though. 15 (Max: 24) 60 100 Yes



Version history

Version Changes
0.51.1 Page updated.
0.52.0 Pokémon data is now updated to Gen 6.