Hisuian Voltorb Evolution
Hisuian Voltorb Abilities
Soundproofing gives the Pokémon full immunity to all sound-based moves.
The Pokémon is charged with static electricity and may paralyze attackers that make direct contact with it.
Damages the attacker if it knocks out the Pokémon with a move that makes direct contact.
Hisuian Voltorb Moves
| Move▲ | Type▲ | Cat.▲ | Pow▲ | Acc▲ | Method▲ | Description |
|---|---|---|---|---|---|---|
| Tackle | normal | physical | 40 | 100 | Level Up 1 | A physical attack in which the user charges and slams into the target with its whole body. |
| Charge | electric | status | – | – | Level Up 1 | The user becomes charged, boosting the power of the next Electric-type move it uses. This also boosts the user's Sp. Def stat. |
| Thunder Shock | electric | special | 40 | 100 | Level Up 4 | The user attacks the target with a jolt of electricity. This may also leave the target with paralysis. |
| Stun Spore | grass | status | – | 75 | Level Up 6 | The user scatters a cloud of numbing powder that paralyzes the target. |
| Bullet Seed | grass | physical | 25 | 100 | Level Up 9 | The user attacks by forcefully shooting seeds at the target. This move hits two to five times in a row. |
| Rollout | rock | physical | 30 | 90 | Level Up 11 | The user continually rolls into the target over five turns. This attack becomes more powerful each time it hits. |
| Screech | normal | status | – | 85 | Level Up 13 | An earsplitting screech harshly lowers the target's Defense stat. |
| Charge Beam | electric | special | 50 | 90 | Level Up 16 | The user attacks the target with an electric charge. The residual electricity may also boost the user's Sp. Atk stat. |
| Swift | normal | special | 60 | – | Level Up 20 | Star-shaped rays are shot at opposing Pokémon. This attack never misses. |
| Electro Ball | electric | special | – | 100 | Level Up 22 | The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power. |
| Self Destruct | normal | physical | 200 | 100 | Level Up 26 | The user attacks everything around it by causing an explosion. The user faints upon using this move. |
| Energy Ball | grass | special | 90 | 100 | Level Up 29 | The user draws power from nature and fires it at the target. This may also lower the target's Sp. Def stat. |
| Seed Bomb | grass | physical | 80 | 100 | Level Up 34 | The user attacks by slamming a barrage of hard-shelled seeds down on the target from above. |
| Discharge | electric | special | 80 | 100 | Level Up 34 | The user strikes everything around it by letting loose a flare of electricity. This may also leave those hit by the attack with paralysis. |
| Explosion | normal | physical | 250 | 100 | Level Up 41 | The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move. |
| Gyro Ball | steel | physical | – | 100 | Level Up 46 | The user tackles the target with a high-speed spin. The slower the user is than the target, the greater the move's power. |
| Grassy Terrain | grass | status | – | – | Level Up 50 | The user turns the ground into Grassy Terrain for five turns. This restores the HP of Pokémon on the ground a little every turn and powers up Grass-type moves. |
| Agility | psychic | status | – | – | TM/HM | The user relaxes and lightens its body to move faster. This sharply boosts its Speed stat. |
| Double Edge | normal | physical | 120 | 100 | TM/HM | A reckless life-risking tackle in which the user rushes the target. This also damages the user quite a lot. |
| Electric Terrain | electric | status | – | – | TM/HM | The user turns the ground into Electric Terrain for five turns, powering up Electric-type moves. Pokémon on the ground can no longer fall asleep. |
| Electroweb | electric | special | 55 | 95 | TM/HM | The user captures opposing Pokémon in an electric net to inflict damage. This also lowers their Speed stats. |
| Endure | normal | status | – | – | TM/HM | The user endures any attack with at least 1 HP. This move's chance of failing rises if used in succession. |
| Facade | normal | physical | 70 | 100 | TM/HM | This move's power is doubled if the user is poisoned, burned, or paralyzed. |
| Foul Play | dark | physical | 95 | 100 | TM/HM | The user turns the target's strength against it. The higher the target's Attack stat, the greater the damage this move inflicts. |
| Giga Drain | grass | special | 75 | 100 | TM/HM | A nutrient-draining attack. The user's HP is restored by up to half the damage taken by the target. |
| Grass Knot | grass | special | – | 100 | TM/HM | The user snares the target with grass and trips it. The heavier the target, the greater the move's power. |
| Grassy Glide | grass | physical | 55 | 100 | TM/HM | Gliding on the ground, the user attacks the target. This move always goes first on Grassy Terrain. |
| Leaf Storm | grass | special | 130 | 90 | TM/HM | The user whips up a storm of leaves around the target. The recoil from this move harshly lowers the user's Sp. Atk stat. |
| Protect | normal | status | – | – | TM/HM | This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. |
| Rain Dance | water | status | – | – | TM/HM | The user summons a heavy rain that falls for five turns, powering up Water-type attacks. The rain also lowers the power of Fire-type attacks. |
| Reflect | psychic | status | – | – | TM/HM | A wondrous wall of light is put up to reduce damage from physical moves for five turns. |
| Rest | psychic | status | – | – | TM/HM | The user goes to sleep for two turns. This fully restores the user's HP and cures any status conditions. |
| Sleep Talk | normal | status | – | – | TM/HM | The user randomly uses one of the moves it knows. This move can only be used while the user is asleep. |
| Solar Beam | grass | special | 120 | 100 | TM/HM | The user gathers light on the first turn, then blasts a bundled beam on the next turn. |
| Substitute | normal | status | – | – | TM/HM | The user creates a substitute for itself using some of its own HP. The substitute serves as the user's decoy. |
| Take Down | normal | physical | 90 | 85 | TM/HM | A reckless full-body charge attack for slamming into the target. This also damages the user a little. |
| Taunt | dark | status | – | 100 | TM/HM | The target is taunted into a rage that allows it to use only attack moves for three turns. |
| Tera Blast | normal | special | 80 | 100 | TM/HM | If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user. |
| Thief | dark | physical | 60 | 100 | TM/HM | The user attacks and steals the target's held item simultaneously. The user can't steal anything if it already holds an item. |
| Thunder | electric | special | 110 | 70 | TM/HM | A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. |
| Thunder Wave | electric | status | – | 90 | TM/HM | The user launches a weak jolt of electricity that paralyzes the target. |
| Thunderbolt | electric | special | 90 | 100 | TM/HM | The user attacks the target with a strong electric blast. This may also leave the target with paralysis. |
| Volt Switch | electric | special | 70 | 100 | TM/HM | After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
| Wild Charge | electric | physical | 90 | 100 | TM/HM | The user shrouds itself in electricity and smashes into its target. This also damages the user a little. |
| Leech Seed | grass | status | – | 90 | Egg Move | A seed is planted on the target. It steals some HP from the target every turn. |
| Recycle | normal | status | – | – | Egg Move | The user recycles a held item that has been used in battle so it can be used again. |
| Worry Seed | grass | status | – | 100 | Egg Move | A seed that causes worry is planted on the target. It prevents sleep by making the target's Ability Insomnia. |
Usually found in power plants. Easily mistaken for a POKé BALL, they have zapped many people.
It is said to camouflage itself as a POKé BALL. It will self-destruct with very little stimulus.
It rolls to move. If the ground is uneven, a sudden jolt from hitting a bump can cause it to explode.
It was discovered when POKé BALLS were introduced. It is said that there is some connection.
During the study of this POKéMON, it was discovered that its compo nents are not found in nature.
Hisuian Voltorb's Japanese name is Biriridama (ビリリダマ). Here are all the official names for Hisuian Voltorb across different languages:
Hisuian Voltorb Breeding
How to Get Hisuian Voltorb
Hisuian Voltorb is not catchable in the wild – it is typically obtained through gifts, events, or in-game trades. Here is how to obtain Hisuian Voltorb in every game where it is available:
About Hisuian Voltorb
Hisuian Voltorb is a Electric/Grass-type Pokemon introduced in Generation 8. With a Base Stat Total (BST) of 330, Hisuian Voltorb is classified as a Ball Pokémon and is part of the Voltorb → Electrode → Hisuian Voltorb evolution line.
In competitive play, Hisuian Voltorb is placed in the Untiered tier where it holds a 0% usage rate. Its key abilities are Soundproof and Static and Aftermath, which allow it to function as a versatile team member. Hisuian Voltorb is weak to Fire, Ice, Poison, Bug-type moves, so trainers should plan around these vulnerabilities.
Hisuian Voltorb can learn 50 moves across Level-up, TM, Tutor, and Egg methods. Its most popular competitive moves include . Standing at 0.5m tall and weighing 13kg, Hisuian Voltorb has been a fan favorite since its debut in the Galar region games.