B/W / Pokédex

Voltorb

Back to Pokédex

Voltorb in Pokémon Black & White

#100 in the National Pokédex • Ball Pokémon

Voltorb in the National Pokédex
Voltorb sprite

Normal

Shiny Voltorb sprite

Shiny

Pokédex entries

Pokémon Black

It looks just like a Poké Ball. It is dangerous because it may electrocute or explode on touch.

Pokémon White

It looks just like a Poké Ball. It is dangerous because it may electrocute or explode on touch.

Pokémon details

Type

Electric

Category

Ball Pokémon

Height

0.5 m (1'08")

Weight

10.4 kg (22.9 lbs)

National Pokédex

#0100

Voltorb in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

40

190

284

Attack

30

58

174

Defense

50

94

218

Sp. Atk

55

103

229

Sp. Def

55

103

229

Speed

100

184

328

Total

330

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Voltorb, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
-
EV yield
1 Spe
Catch rate
190
Base Exp.
66

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
Genderless
Egg cycles
20

Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Voltorb

Voltorb

#100

Level 30

Electrode

Electrode

#101

Known encounter locations for this Pokémon in this game.
Black
LocationMethodLevelChanceConditions

Entralink

Entree Forest (historical Icy Cave transfer)

Historical Dream World10-

Historical Dream World transfer to Entree Forest; official service has closed and new transfers are unavailable, Icy Cave catalog; Aftermath ability

White
LocationMethodLevelChanceConditions

Entralink

Entree Forest (historical Icy Cave transfer)

Historical Dream World10-

Historical Dream World transfer to Entree Forest; official service has closed and new transfers are unavailable, Icy Cave catalog; Aftermath ability

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartCharge

The user boosts the power of the Electric move it uses on the next turn. It also raises the user’s Sp. Def stat.

Electric--20
5Tackle

A physical attack in which the user charges and slams into the target with its whole body.

Normal5010035
8Sonic Boom

The target is hit with a destructive shock wave that always inflicts 20 HP damage.

Normal-9020
12Spark

The user throws an electrically charged tackle at the target. It may also leave the target with paralysis.

Electric6510020
15Rollout

The user continually rolls into the target over five turns. It becomes stronger each time it hits.

Rock309020
19Screech

An earsplitting screech harshly reduces the target’s Defense stat.

Normal-8540
22Charge Beam

The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Electric509010
26Light Screen

A wondrous wall of light is put up to suppress damage from special attacks for five turns.

Psychic--30
29Electro Ball

The user hurls an electric orb at the target. The faster the user is than the target, the greater the damage.

Electric-10010
33Self-Destruct

The user attacks everything around it by causing an explosion. The user faints upon using this move.

Normal2001005
36Swift

Star-shaped rays are shot at the opposing team. This attack never misses.

Normal60-20
40Magnet Rise

The user levitates using electrically generated magnetism for five turns.

Electric--10
43Gyro Ball

The user tackles the target with a high-speed spin. The slower the user, the greater the damage.

Steel-1005
47Explosion

The user explodes to inflict damage on those around it. The user faints upon using this move.

Normal2501005
50Mirror Coat

A retaliation move that counters any special attack, inflicting double the damage taken.

Psychic-10020

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
TM06Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Poison-9010
TM10Hidden Power

A unique attack that varies in type and intensity depending on the Pokémon using it.

Varies

30–7010015
TM12Taunt

The target is taunted into a rage that allows it to use only attack moves for three turns.

Dark-10020
TM16Light Screen

A wondrous wall of light is put up to suppress damage from special attacks for five turns.

Psychic--30
TM17Protect

It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

Water--5
TM21Frustration

A full-power attack that grows more powerful the less the user likes its Trainer.

Normal-10020
TM24Thunderbolt

A strong electric blast is loosed at the target. It may also leave the target with paralysis.

Electric9510015
TM25Thunder

A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis.

Electric1207010
TM27Return

A full-power attack that grows more powerful the more the user likes its Trainer.

Normal-10020
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM41Torment

The user torments and enrages the target, making it incapable of using the same move twice in a row.

Dark-10015
TM42Facade

An attack move that doubles its power if the user is poisoned, burned, or has paralysis.

Normal7010020
TM44Rest

The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

Psychic--10
TM46Thief

The user attacks and steals the target’s held item simultaneously. It can’t steal if the user holds an item.

Dark4010010
TM48Round

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

Normal6010015
TM57Charge Beam

The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Electric509010
TM64Explosion

The user explodes to inflict damage on those around it. The user faints upon using this move.

Normal2501005
TM70Flash

The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate caves.

Normal-10020
TM72Volt Switch

After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

Electric7010020
TM73Thunder Wave

A weak electric charge is launched at the target. It causes paralysis if it hits.

Electric-10020
TM74Gyro Ball

The user tackles the target with a high-speed spin. The slower the user, the greater the damage.

Steel-1005
TM87Swagger

The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat.

Normal-9015
TM90Substitute

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

Normal--10
TM93Wild Charge

The user shrouds itself in electricity and smashes into its target. It also damages the user a little.

Electric9010015

These require the labeled breeding, transfer, trade or historical distribution route. Historical gifts and Dream World services are no longer ordinary active acquisition sources.
Class
Acquisition
Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10

PokéTransfer from Generation IV

Foul Play

The user turns the target’s power against it. The higher the target’s Attack stat, the greater the damage.

Dark9510015

Trade from Black 2 or White 2

Headbutt

The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch.

Normal7010015

PokéTransfer from Generation IV

Magic Coat

A barrier reflects back to the target moves like Leech Seed and moves that damage status.

Psychic--15

PokéTransfer from Generation IV

Mimic

The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.

Normal--10

Generation III → Pal Park → Generation IV → PokéTransfer

Natural Gift

The user draws power to attack by using its held Berry. The Berry determines its type and power.

Varies

-10015

Historical Dream World: Icy Cave

Natural Gift

The user draws power to attack by using its held Berry. The Berry determines its type and power.

Varies

-10015

PokéTransfer from Generation IV

Secret Power

The user attacks the target with a secret power. Its added effects vary depending on the user’s environment.

Normal7010020

PokéTransfer from Generation IV

Shock Wave

The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.

Electric60-20

PokéTransfer from Generation IV

Signal Beam

The user attacks with a sinister beam of light. It may also confuse the target.

Bug7510015

Historical Dream World: Icy Cave

Signal Beam

The user attacks with a sinister beam of light. It may also confuse the target.

Bug7510015

PokéTransfer from Generation IV

Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10

PokéTransfer from Generation IV

Snore

An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal4010015

PokéTransfer from Generation IV

Sucker Punch

This move enables the user to attack first. It fails if the target is not readying an attack, however.

Dark801005

PokéTransfer from Generation IV

Ability options available to this Pokémon in this game.

Hidden Ability entries show the game’s programmed slots. Obtaining one can require a historical Dream World promotion, a special gift or a trade from Black 2 and White 2. A programmed slot does not establish that the Hidden Ability was officially obtainable in Generation V.

Soundproof

Ability Slot 1

Gives full immunity to all sound-based moves.

Protects against sound-based moves.

Static

Ability Slot 2

Contact with the Pokémon may cause paralysis.

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

Aftermath(Hidden Ability)

Damages the attacker landing the finishing hit.

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

Join Discord

Join a community of 5,000+ Trainers.

discord.gg/dittobase