Rotom

Levitate
The wielder is immune to Ground-type moves.
Type Tier
Electric / Ghost RU
Level 100 Statistics (see level 5, 50, 100)
Min- Min Max Max+
HP
50
- 241 304 -
Atk
50
122 136 199 218
Def
77
171 190 253 278
SpA
95
203 226 289 317
SpD
77
171 190 253 278
Spe
91
196 218 281 309

Overview

With the transition from DPP to BW, the Rotom formes traded their Ghost typings for that of their respective signature moves, leaving Rotom as the only Electric / Ghost Pokemon. Its unique typing grants it resistances and immunities to common attacking types such as Electric, Fighting, Bug, and Ground. This in turn gives Rotom numerous opportunities to switch in and pose a nuisance, which it excels at thanks to moves such as Will-O-Wisp, Trick, and Volt Switch. Rotom's stats don't disappoint either: it has relatively good Speed, decent Special Attack, and moderate defenses. Altogether, Rotom is a great Pokemon, and with proper investment can shine in a variety of roles, both offensive and defensive.

Name Item Nature

Choice

Choice Scarf / Choice Specs Timid / Modest
Moveset EVs
~ Volt Switch / Thunderbolt
~ Shadow Ball
~ Hidden Power Fighting
~ Trick
252 SpA / 4 SpD / 252 Spe

While Rotom has a shallow attacking movepool, it has just enough options to make effective use of a Choice item. With immunities to Spikes and Toxic Spikes, as well as a neutrality to Stealth Rock, Rotom can switch in and out many times while taking minimal damage. However, this is not the only factor that makes Rotom's Choice sets very effective: when equipped with a Choice item, Rotom becomes a very potent threat. With a Modest nature and a Choice Scarf, Rotom reaches a Speed stat of 421, while Timid Choice Specs Rotom attains a sky-high Special Attack stat of 433.

Aside from being a solid STAB attack, Volt Switch is an excellent momentum-grabbing move, which racks up damage and scouts the opponent's switch-in. Thunderbolt is another option for greater power, and can grant Choice Scarf Rotom an easier endgame sweep. However, be careful about recklessly using either of these moves, as Ground-types and Pokemon such as Volt Absorb Jolteon, who are immune to Electric-type moves, will leave Rotom no choice but to switch out with its metaphorical tail between its legs. Shadow Ball, Rotom's secondary STAB attack, has good synergy with its Electric-type STAB, as few commonly seen Pokemon resist both moves. Rounding out Rotom's arsenal, Hidden Power Fighting grants unresisted coverage alongside Rotom's dual STAB, hitting Steelix, Magneton, Krookodile, and the rare Ferroseed super effectively. Despite being super effective, however, even Choice Specs Hidden Power Fighting will scarcely dent the likes of Snorlax, hence the last move, Trick. With a little prediction, this nifty move can easily render most walls and bulky Ground-types, such as Gligar and Quagsire, virtually useless.

Team Options & Additional Comments >>>
Name Item Nature

Physically Defensive

Leftovers Bold
Moveset EVs
~ Will-O-Wisp
~ Pain Split
~ Thunderbolt / Discharge
~ Shadow Ball / Toxic
252 HP / 252 Def / 4 SpD

With 50 / 77 / 77 defenses, Rotom is hardly exceptional defensively. However, its access to a move that halves a foe's Attack, as well as one that recovers health, grants it the potential to be a good physical wall and a significant threat to the opposition. Will-O-Wisp and Pain Split are the two aforementioned moves; the former inflicts the burn status, drastically decreasing the damage output of enemy physical attackers, while Pain Split gives Rotom some form of recovery, especially when used on high HP foes such as Snorlax. Thunderbolt is Rotom's main STAB attack due to its high Base Power, but Discharge is a viable option for a greater chance of paralysis. Bear in mind, though, that it might activate at the wrong time, paralyzing a threat you would rather have burnt. Shadow Ball offers Rotom a way to hit the physically attacking Ground-types it can wall, which are immune to Thunderbolt and Discharge, and gets a STAB boost as well. Toxic is another option to consider in the fourth moveslot as it enables Rotom to cripple special attackers, who typically don't mind being burnt.

Team Options & Additional Comments >>>
Name Item Nature

Dual Screens

Light Clay Timid
Moveset EVs
~ Light Screen
~ Reflect
~ Volt Switch
~ Will-O-Wisp / Shadow Ball
252 HP / 4 Def / 252 Spe

Access to both Light Screen and Reflect, along with good Speed and typing, allows Rotom to pull off a dual screens set very effectively. This set's execution is simple but effective: put up Reflect or Light Screen depending on the opponent, and when both screens are up, Volt Switch out to bring a sweeper in safely. Will-O-Wisp is a fantastic move to use alongside Volt Switch as it allows Rotom to burn Ground-types, most of whom are physically inclined; it also enables even this less defensive Rotom to completely wall most physical threats behind Reflect. Lastly, Shadow Ball is a good option for players more concerned about Taunt. Bear in mind, however, that Azelf has far better offenses, Uxie has superior utility in Heal Bell, Yawn, and Memento, Xatu has the Magic Bounce ability, while Cresselia has unparalleled bulk. Therefore, when looking to Rotom as a dual screener, be sure to play to its advantages, namely Volt Switch, Will-O-Wisp, resistances to Steel- and Bug-type moves, as well as spinblocking capability.

Team Options & Additional Comments >>>

Other Options

Rotom has a few other offensive options worth considering. A RestTalk set can be used along with Will-O-Wisp and Thunderbolt in the last two slots; the EVs and nature should be taken from the Physically Defensive set. A SubCharge set is also an option, considering Rotom is immune to Seismic Toss. Access to Pain Split makes it even more effective, but Rotom generally lacks the bulk to be an effective slow boosting threat. Defensively, Rotom can use Spite, but it's more of a gimmick and is rather situational. Finally, Rotom receives Rain Dance and Sunny Day, and thanks to its decent Speed stat can pull it off fairly reliably, but it is neither an exceptional weather supporter nor weather abuser.

Checks and Counters

Faster Ghost- and Dark-type Pokemon with strong STAB attacks can easily OHKO offensive Rotom and Taunt defensive variants, rendering them useless. Houndoom in particular receives a Flash Fire boost from Will-O-Wisp, outspeeds Rotom, and can do massive damage with any of Dark Pulse, Pursuit, and Sucker Punch. Bisharp possesses STAB Sucker Punch, Honchkrow has Pursuit in addition to Sucker Punch (but must watch out for Rotom's Electric-type STAB attacks), Weavile outspeeds Rotom and packs powerful Dark-type moves in Pursuit and Night Slash, and finally, Krookodile laughs at both of Rotom's STAB attacks. However, none of the above Pokemon will appreciate being burnt. Mismagius can put up a Substitute to block status, outspeed Rotom, and OHKO it with Shadow Ball, but can't switch in safely as it is weak to Rotom's Shadow Ball. Special walls can take hits from Rotom all day, heal off the damage, and cripple Rotom with status moves, slowly stalling it out, while specially defensive tanks such as Snorlax can comfortably sponge a hit and retaliate with a super effective Crunch or Pursuit. The aforementioned duo are rendered useless by Trick, however, and take significant damage from Pain Split due to their huge HP stats. While not a dedicated special wall, Steelix deserves a mention for nonetheless being an excellent Rotom check; a resistance to Ghost-type moves and an immunity to Electric-type ones allows it to come in on Choice variants with ease and cripple Rotom with status.