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Volt Absorb | ちくでん | ||||||||||||
Electricity Storage | |||||||||||||
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Volt Absorb (Japanese: ちくでん Electricity Storage) is an Ability introduced in Generation III.
When a Pokémon with Volt Absorb is hit by a damaging Electric-type move, its HP is restored by one quarter of its maximum HP, and the move will have no effect on that Pokémon (if a Pokémon with this Ability already has full HP, the Electric-type move will do nothing).
Volt Absorb will not activate if the Pokémon is protected from the Electric-type move.
Volt Absorb will now also activate when a Pokémon with it is hit by an Electric-type status move.
Multi-strike moves that are turned into Electric-type moves, such as by being affected by Electrify or Galvanize, will only activate this Ability once.
If a Pokémon with Volt Absorb is holding a Cell Battery, Volt Absorb absorbs the move, so the Cell Battery's effect is not triggered.
Volt Absorb has no effect outside of battle.
# | Pokémon | Types | First Ability | Second Ability | Hidden Ability | ||
---|---|---|---|---|---|---|---|
0243 | ![]() | Raikou | Electric | Pressure | None | Volt AbsorbGen V-VI | |
Please note that abilities marked with a superscript are only available in the stated generation or later.
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In Red Rescue Team and Blue Rescue Team, Explorers of Time, Darkness and Sky, and the Mystery Dungeon (WiiWare) games, when a Pokémon with Volt Absorb is hit by an Electric-type move, its HP is restored by the amount of damage it would have inflicted.
In Gates to Infinity and Pokémon Super Mystery Dungeon, Volt Absorb instead restores 20% of the Pokémon's maximum HP when hit by an Electric-type move.
In Pokémon UNITE, Volt Absorb is Zeraora's Ability. It converts 8% of the damage Zeraora was dealt as Attack, up to 200 Attack. This buff resets after not taking damage for 4s.
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