Competitive Information for Voltorb [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Voltorb voltorb
Base Stats for Voltorb

Electric

Abilities:
StaticStatic: 30% chance a Pokemon making contact with this Pokemon will be paralyzed.
,
SoundproofSoundproof: This Pokemon is immune to sound-based moves, including Heal Bell.
,
AftermathAftermath: If this Pokemon is KOed with a contact move, that move's user loses 1/4 its max HP.


Evolutions / Family:
Voltorb
Electrode

Weakness Chart for Electric-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
  
  
  
0.5x
  
  
  
0.5x
  
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
2x
  
  
  
  
  
0.5x
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for VoltorbVisit Serebii's Pokedex for location, breeding, and other game details about VoltorbVisit Bulbapedia for more information about Voltorb

Movesets for Singles


What is a good competitive moveset for Voltorb? These builds have been optimized for Pokemon competing in Sun/Moon Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Sun/Moon generation metagame.


Voltorb is an outstanding Electric-typed Pokemon. Voltorb is not a Pokemon anyone usually expects sees on the battlefield. Voltorb's only type-related weakness is Ground.


Species: Voltorb
Item: Electrium Z / Eviolite
Ability: Aftermath
Nature: Modest (+SpA, -Atk)
Nature: Timid (+Spe, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Thunderbolt / Discharge
- Signal Beam
- Round / Snore
- Mirror Coat

Special Sweeper Voltorb (Aftermath)

Voltorb is a spectacular Special Sweeper. This moveset attempts to take down the opponent's team with high-damaging special attacks. Voltorb is not a Pokemon anyone usually expects sees on the battlefield until Eviolite was equipped. If Eviolite is held by a Pokémon that is not fully evolved, it will raises the Defense and Special Defense of that Pokemon by 50%. Focus Sash helps protect Voltorb from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Voltorb's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Aftermath, if Voltorb is koed with a contact move that move's user loses 1/4 its max hp.

Thunderbolt is a special STAB-boosted 90-base power Electric-type move (10% chance to paralyze the target).
Discharge is a special STAB-boosted 80-base power Electric-type move (30% chance to paralyze adjacent pokemon).
Signal Beam is a special 75-base power Bug-type move (10% chance to confuse the target).
Round is a special 60-base power Normal-type move (power doubles if others used round this turn).
Snore is a special 50-base power Normal-type move (Voltorb must be asleep. 30% chance to flinch target).
Mirror Coat is a special 0-base power Psychic-type move (if hit by special attack, returns double damage).



Movesets for Doubles


What is a good doubles moveset for Voltorb? These builds have been optimized for Sun/Moon Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Sun/Moon generation metagame.


Species: Voltorb
Item: Electrium Z / Eviolite
Ability: Aftermath
Nature: Modest (+SpA, -Atk)
Nature: Timid (+Spe, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Discharge / Thunderbolt
- Signal Beam
- Round / Snore
- Mirror Coat

Doubles Special Sweeper Voltorb (Aftermath)

Voltorb is a phenomenal Special Sweeper. It attempts to take down the opponent's team with high-damaging special attacks. Voltorb is not a Pokemon anyone usually expects sees on the battlefield without an Eviolite attached. If Eviolite is held by a Pokémon that is not fully evolved, it will raises the Defense and Special Defense of that Pokemon by 50%. Focus Sash helps protect Voltorb from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Voltorb's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Aftermath, if Voltorb is koed with a contact move that move's user loses 1/4 its max hp.

Discharge is a special STAB-boosted 80-base power Electric-type move (30% chance to paralyze adjacent pokemon).
Thunderbolt is a special STAB-boosted 90-base power Electric-type move (10% chance to paralyze the target).
Signal Beam is a special 75-base power Bug-type move (10% chance to confuse the target).
Round is a special 60-base power Normal-type move (power doubles if others used round this turn).
Snore is a special 50-base power Normal-type move (Voltorb must be asleep. 30% chance to flinch target).
Mirror Coat is a special 0-base power Psychic-type move (if hit by special attack, returns double damage).



Movepool


Wondering what moves can Voltorb learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Charge Beam
50
90%
10
70% chance to raise the user's Sp. Atk by 1.
Discharge
80
100%
15
30% chance to paralyze adjacent Pokemon.
Electro Ball
--
100%
10
More power the faster the user is than the target.
Mirror Coat
--
100%
20
If hit by special attack, returns double damage.
Round
60
100%
15
Power doubles if others used Round this turn.
Shock Wave
60
--
20
This move does not check accuracy.
Signal Beam
75
100%
15
10% chance to confuse the target.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Sonic Boom
--
90%
20
Always does 20 HP of damage.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Thunder
110
70%
10
30% chance to paralyze. Can't miss in rain.
Thunderbolt
90
100%
15
10% chance to paralyze the target.
Volt Switch
70
100%
20
User switches out after damaging the target.
Zap Cannon
120
50%
5
100% chance to paralyze the target.
Bide
--
--
10
Waits 2 turns; deals double the damage taken.
Explosion
250
100%
5
Hits adjacent Pokemon. The user faints.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Foul Play
95
100%
15
Uses target's Attack stat in damage calculation.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Gyro Ball
--
100%
5
More power the slower the user than the target.
Headbutt
70
100%
15
30% chance to flinch the target.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Rage
20
100%
20
Raises the user's Attack by 1 if hit during use.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rollout
30
90%
20
Power doubles with each hit. Repeats for 5 turns.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Self-Destruct
200
100%
5
Hits adjacent Pokemon. The user faints.
Spark
65
100%
20
30% chance to paralyze the target.
Sucker Punch
70
100%
5
Usually goes first. Fails if target is not attacking.
Tackle
40
100%
35
No additional effect.
Take Down
90
85%
20
Has 1/4 recoil.
Thief
60
100%
25
If the user has no item, it steals the target's.
Wild Charge
90
100%
15
Has 1/4 recoil.
Charge
--
--
20
+1 SpD, user's Electric move next turn 2x power.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Eerie Impulse
--
100%
15
Lowers the target's Sp. Atk by 2.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Magic Coat
--
--
15
Bounces back certain non-damaging moves.
Magnet Rise
--
--
10
For 5 turns, the user has immunity to Ground.
Mimic
--
--
10
The last move the target used replaces this one.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Refresh
--
--
20
User cures its burn, poison, or paralysis.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Screech
--
85%
40
Lowers the target's Defense by 2.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Swagger
--
85%
15
Raises the target's Attack by 2 and confuses it.
Taunt
--
100%
20
Target can't use status moves its next 3 turns.
Teleport
--
--
20
Fails when used.
Thunder Wave
--
90%
20
Paralyzes the target.
Torment
--
100%
15
Target can't select the same move twice in a row.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.

Combo List


These are a list of several common move combinations Voltorb can perform in Sun/Moon. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive SM Move and Ability Combos for Voltorb

Create a build


Have an idea in mind for Voltorb that you'd like to test? Customize the IVs, EVs and their Sun/Moon moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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