Volt Absorb is a Pokémon ability introduced in Generation III.
Effect:
When hit by an Electric-type move, the Pokémon with this ability heals for 1/4 of its maximum HP, negating any damage or effects of the move.
This ability also works with non-damaging Electric-type moves like Thunder Wave, preventing status conditions such as paralysis.
Does not activate if the Pokémon is Ground-type and immune to Electric moves due to type interactions. Additionally, Electric moves bypass the Pokémon's Substitute.
Works even if the Pokémon is affected by Ingrain or Heal Block, but it will not activate if the Pokémon is protected by moves like Protect or Detect.
In Battle:
Provides significant defensive utility by granting immunity to Electric-type moves and healing the user.
Effective for switching into Electric-type attacks, allowing strategic health recovery and creating opportunities for tactical play.
Can shift momentum in battles by neutralizing key Electric-type threats and providing sustainability.
Synergizes well with Pokémon that can bait Electric-type moves, creating opportunities for healing and counterattacks.
Pokémon with this Ability:
Jolteon (standard ability)
Lanturn (standard ability)
Thundurus (Hidden Ability)
Chinchou (standard ability)
Raichu (Hidden Ability, Alolan form)
Competitive Use:
Widely appreciated in competitive play for its ability to neutralize Electric-type threats and sustain the Pokémon's health in battle.
Often seen on Electric-type Pokémon, providing them with an immunity to their own type's weaknesses.
Can be used strategically to absorb Electric-type moves aimed at teammates in doubles or multi-battle formats, providing team support.
Valuable in environments with prevalent Electric-type moves, providing a tactical edge and enhancing team durability.
Interesting Facts:
Volt Absorb is one of the few abilities that not only provides immunity but also heals the user, making it a highly desirable trait.
Despite its introduction in Generation III, it has maintained relevance and utility across subsequent generations due to the prevalence of Electric-type moves.
The ability's healing effect can be visually represented in the games by a brief animation showing the Pokémon regaining health when struck by an Electric-type move.
In the Pokémon anime, Pokémon with Volt Absorb are often depicted as skillfully absorbing and nullifying Electric attacks, showcasing their unique defensive capabilities.
Effects
Whenever an electric-type move hits this Pokémon, it heals for 1/4 of its maximum HP, negating any other effect on it.
This ability will not take effect if this Pokémon is ground-type and thus immune to Electric moves. Electric moves will ignore this Pokémon's substitute.
This effect includes non-damaging moves, i.e. thunder wave.
Flavor Texts
ruby-sapphire: Turns electricity into HP.
emerald: Turns electricity into HP.
firered-leafgreen: Turns electricity into HP.
diamond-pearl: Restores HP if hit by an
Electric-type move.
platinum: Restores HP if hit by an
Electric-type move.
heartgold-soulsilver: Restores HP if hit by an
Electric-type move.
black-white: Restores HP if hit by an
Electric-type move.
black-2-white-2: Restores HP if hit by an
Electric-type move.
x-y: Restores HP if hit by an
Electric-type move.
omega-ruby-alpha-sapphire: Restores HP if hit by an
Electric-type move.
sun-moon: Restores HP if hit by an Electric-type move, instead
of taking damage.
ultra-sun-ultra-moon: Restores HP if hit by an Electric-type move, instead
of taking damage.
lets-go-pikachu-lets-go-eevee: Restores HP if hit by an Electric-type move instead
of taking damage.
sword-shield: Restores HP if hit by an Electric-type move instead
of taking damage.
scarlet-violet: If hit by an Electric-type move, the Pokémon has its HP restored instead of taking damage.