Stat | Amount | Bar Graph |
---|---|---|
Max CP | 330 | |
Attack | 30 | |
Special Attack | 55 | |
Defense | 50 | |
Special Defense | 55 | |
HP | 40 | |
Speed | 100 |
Overview
Pokemon Let's Go Voltorb is a Electric Type pokemon also known as a Ball Pokémon, first discovered in the Kanto region. it's weak against Ground type moves and has a Max CP of 330, 40 HP, 30 Attack, 55 SP Attack, 50 Defense, 55 SP Defense and 100 Speed. Considering it's stats, the best nature to have is Timid, this will increase it's Speed and decrease it's Attack stats.
Pokedex Entry
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.
Pokemon Lets Go Voltorb Evolutions
What level does Pokemon Let's Go Voltorb Evolve at?
The Unevolved Form Voltorb Evolves at level 30 into Electrode.
First | → | Second | → | Third | → | Final |
---|---|---|---|---|---|---|
Voltorb330 | 30 → | Electrode490 |
How to catch Voltorb in Pokemon Let's Go
Where to catch and find Pokemon Lets Go Voltorb Locations and their Spawn Rate Chance for that Zone.
The best place to find pokemon let's go Voltorb is in the Cerulean Cave zone, it will have a Rare Spawn% chance to spawn in the area with a level range of 51-56. This also makes Cerulean Cave the best place to Catch Combo Chain hunt Shiny Voltorb or for a Flawless IV Stats.
Pokemon | Area | Spawn Chance | Levels | Encounter | Floor |
---|---|---|---|---|---|
Power Plant | 23% | 37-42 | normal | 1F | |
Power Plant | 5% | 37-42 | normal | 1F |
The list above shows all the spawn locations of this pokemon and it's evolution forms.
Transferring and Catching
The type of Pokemon Candy you receive from Transferring and Catching Voltorb.
Best Nature for Voltorb
We recommend a Timid Nature for Voltorb, you can visit Madam Celadon to force encounter pokemon of Timid Nature.
Nature | Increases | Decreases | Choice 1 | Choice 2 |
---|---|---|---|---|
Timid | Speed | Attack | Pink | Red |
Pokemon Lets Go Voltorb Moves
Level Up Moves
Pokemon Let's Go Voltorb Moves You Learn From Leveling Up.
LVL | Move | Type | Class | Pow | PP | Acc | Effect |
---|---|---|---|---|---|---|---|
1 | Tackle | Normal | Physical | 50 | 35 | 100% | Inflicts regular damage with no additional effect. |
3 | Light Screen | Psychic | None | -- | 30 | -- | Reduces damage from special attacks by 50% for five turns.. |
6 | Sonic Boom | Normal | Special | -- | 20 | 90% | always deals 20 HP damage to the target, regardless of typing |
9 | Thunder Shock | Electric | Special | 40 | 30 | 100% | deals damage and has a 10% chance of paralyzing the target. |
14 | Swift | Normal | Special | 60 | 20 | -- | Never misses. |
19 | Self-Destruct | Normal | Physical | 200 | 5 | 100% | Self-Destruct deals high damage, but causes the user to faint. |
24 | Screech | Normal | None | -- | 40 | 85% | Lowers the target's Defense by two stages. |
31 | Thunderbolt | Electric | Special | 95 | 15 | 100% | Has a 10% chance to paralyze the target. |
38 | Mirror Coat | Psychic | Special | -- | 20 | 100% | When hit by a Special Attack, user strikes back with 2x power. |
45 | Explosion | Normal | Physical | 250 | 5 | 100% | User faints. |
Learnable TMs Moves
These are the Technical Machines (TM) Moves that Voltorb can Learn.
Item | Move | Type | Class | Pow | PP | Acc | Effect |
---|---|---|---|---|---|---|---|
TM1 | Headbutt | Normal | Physical | 70 | 15 | 100% | Has a 30% chance to make the target flinch. |
TM2 | Taunt | Dark | None | -- | 20 | 100% | Opponent can only use moves that attack. |
TM4 | Teleport | Psychic | None | -- | 20 | -- | Immediately ends wild battles. No effect otherwise. |
TM5 | Rest | Psychic | None | -- | 10 | -- | User sleeps for two turns, completely healing itself. |
TM6 | Light Screen | Psychic | None | -- | 30 | -- | Reduces damage from special attacks by 50% for five turns.. |
TM7 | Protect | Normal | None | -- | 10 | -- | prevents any attacks targeted at the user from striking, for the duration of the turn. It has priority +4 so will activate before most other moves. |
TM8 | Substitute | Normal | None | -- | 10 | -- | Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. |
TM9 | Reflect | Psychic | None | -- | 20 | -- | Reduces damage from physical attacks by half. |
TM12 | Facade | Normal | Physical | 70 | 20 | 100% | deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed. |
TM16 | Thunder Wave | Electric | None | -- | 20 | 100% | Paralyzes the target. |
TM21 | Foul Play | Dark | Physical | 95 | 15 | 100% | uses the opponent's Attack stat instead of the user's in damage calculation. In other words, the move acts as if the target is attacking themselves, and thus is more powerful when the opponent has higher Attack. |
TM27 | Toxic | Poison | None | -- | 10 | 90% | Badly poisons the target, inflicting more damage every turn. |
TM36 | Thunderbolt | Electric | Special | 95 | 15 | 100% | Has a 10% chance to paralyze the target. |
TM38 | Thunder | Electric | Special | 95 | 15 | 100% | Has a 10% chance to paralyze the target. |
TM42 | Self-Destruct | Normal | Physical | 200 | 5 | 100% | Self-Destruct deals high damage, but causes the user to faint. |