OU Rotom-H

CyclicCompound

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Overview
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Rotom-H has usually been regarded as a lesser Rotom-W, mostly due to its weakness to Stealth Rock and less useful STAB combination. In addition, as a Fire-type, Rotom-H faces immense competition from Heatran as well, which boasts a much better defensive typing and offers far more flexibility in its support options. However, Rotom-H does have its merits. It possesses eight resistances and one immunity, compared to Rotom-W's six, and has a Fire-type STAB attack that destroys many of Rotom-W's usual counters. Certain threats alike are handled much better by Rotom-H than by Rotom-W, including Talonflame, Mega Pinsir, Mega Charizard Y, Thundurus, Aegislash, Ferrothorn, Mega Mawile, and Mega Venusaur. In comparison to Heatran, Rotom-H gains an immunity to the Ground-type moves that destroy Heatran, and handles Water-types much better than Heatran does with a momentum-grabbing Volt Switch. Keep these niches in mind and you'll find a Pokemon that is neither outclassed nor overshadowed by anything else.


Defensive
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name: Defensive
move 1: Overheat
move 2: Volt Switch
move 3: Will-O-Wisp
move 4: Pain Split / Rest
ability: Levitate
item: Leftovers / Chesto Berry
nature: Bold
evs: 252 HP / 252 Def / 4 SpD

Moves
========

Despite Rotom-H's defensive nature, Overheat remains its main STAB move of choice to threaten most of the Pokemon it counters. Volt Switch provides momentum and switching utility; with Rotom-H's greatly increased longevity, more opportunities to use Volt Switch will arise. Will-O-Wisp cripples many of the attackers that might try to switch into Rotom-H, such as Garchomp and Tyranitar. Finally, Pain Split is one of two choices Rotom-H has for recovery, putting it to decent use with a low HP stat of 50. However, Rest provides a much more thorough form of recovery than Pain Split, particularly in removing the effects of Toxic, at the cost of practically forcing Rotom-H to carry Chesto Berry (and therefore only working reliably once). However, it is also possible to run a second status move in place of recovery. Thunder Wave is better for offensive teams looking to outspeed many of Rotom-H's faster switch-ins, whereas Toxic deals with Rotom-W much more efficiently than Will-O-Wisp does and has better synergy with defensive teams.

Set Details
========

A physically defensive spread of 252 HP / 252 Def / 4 SpD lets Rotom-H take on many of the physical attackers it walls, including Talonflame and Mega Pinsir. However, a specially defensive spread is equally viable, allowing Rotom-H to take on attackers like Thundurus and Mega Charizard Y better, and the choice of a spread is really up to what the team needs most. Note, however, that +2 Mega Pinsir can OHKO Rotom-H after Stealth Rock if a physically defensive spread is not used. Leftovers gives Rotom-H a reliable long-term method of recovery, healing chip damage that might be incurred from switching into something it walls and making up for the presence of Stealth Rock in particular. However, if Rest is being used, Chesto Berry is the best option, essentially giving Rotom-H a second chance at life.

Usage Tips
========

With a defensive build, Rotom-H can very easily come in on attackers, especially against ones that are already at a severe type disadvantage. Unlike many defensive Pokemon, it can force most of them out, threatening them with one of its STAB attacks or a status move. Because of this, it's essential to have Stealth Rock up on the opponent's side, as many of the Pokemon Rotom-H counters, such as Talonflame and Mega Charizard Y, will be taking massive damage from it. The durability of this Rotom-H makes it very easy for attackers to incur entry hazard damage over the course of a match. Furthermore, prediction against incoming switch-ins is key with this Rotom-H; a timely burn or a smart Volt Switch can easily turn the tide of a battle in your favor. This Rotom-H excels at playing mind games with the opponent, as its wide range of functions and increased utility make it a very relevant defensive threat to many attackers.

Team Options
========

Like with the other sets, Rapid Spin or Defog support is crucial, as Rotom-H cannot perform its defensive duties well if it is taking 25% damage each time it switches in. Powerful, hole-punching Pokemon such as Azumarill or setup sweepers such as Calm Mind Landorus love Rotom-H because it is great at reliably gaining momentum throughout the course of a match, presenting offensive Pokemon with great opportunities to set up or attack. In addition, setup sweepers and defensive Pokemon such as Skarmory will also appreciate the reduced damage output from a burned opponent. However, if being used on a defensive team, teammates must be able to handle powerful physical Fire-types such as Mega Charizard X, as they cannot be burnt. Teammates should also be able to handle Pokemon such as Tyranitar that can easily switch in on anything bar Will-O-Wisp and hit Rotom-H for super effective damage. Because Rotom-H handles Talonflame extremely well, Pokemon that are vulnerable to being revenge killed by it will easily appreciate Rotom-H's support. Keldeo is a great teammate in this regard, especially considering it easily takes out Tyranitar, a major threat to Rotom-H.


Choice Scarf
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name: Choice Scarf
move 1: Overheat
move 2: Volt Switch
move 3: Hidden Power Ice / Thunderbolt
move 4: Trick / Thunderbolt
ability: Levitate
item: Choice Scarf
nature: Timid
evs: 4 HP / 252 SpA / 252 Spe

Moves
========

Unfortunately, the inconsistent Overheat is Rotom-H's only Fire-type STAB, and cannot be replaced. However, it is far stronger than any of Rotom-H's other attacks, boosting its viability greatly, and meshes well with this set's hit-and-run nature. Volt Switch is functionally Rotom-H's most important move, as it allows Rotom-H to safely scout the opponent's team and quickly get itself out of a bad situation. Hidden Power Ice gives Rotom-H the ability to revenge kill popular offensive Pokemon such as Garchomp and Landorus, even outspeeding +1 Dragonite thanks to the Choice Scarf. However, its low power means the aforementioned threats will need to have taken some prior damage for a clean OHKO. Thunderbolt, on the other hand, dishes out a much stronger hit than Volt Switch to foes such as Togekiss, as they can otherwise simply recover the damage taken from Volt Switch. In addition, it lets Rotom-H stay in battle with a STAB attack, which Volt Switch and Overheat do not allow. Finally, Trick lets Rotom-H permanently cripple the walls that aim to stop it, namely Chansey and Sylveon.

Set Details
========

The given EVs maximize Rotom-H's Special Attack and Speed, the two most important stats for this set's success. A Timid nature lets Rotom-H Speed tie with +1 Rotom-W and outspeed +1 Jolly Dragonite and +1 Adamant Excadrill. A slightly bulkier spread of 108 HP / 176 SpA / 224 Spe with a Timid nature lets Rotom-H survive Choice Band Azumarill's Aqua Jet from full health, and outspeeds Mega Alakazam, Mega Aerodactyl, and +1 Mega Gyarados. If more power is desired, a Modest nature guarantees an OHKO on Dragonite with Hidden Power Ice after Stealth Rock, but keep in mind this prevents Rotom-H from outspeeding all of the aforementioned threats, so it generally isn't worth it.

Usage Tips
========

Rotom-H can be brought out against the Pokemon it walls, such Thundurus and Talonflame, taking minimal damage and immediately threatening them. This Rotom-H also functions as a great revenge killer, threatening many popular offensive Pokemon such as Mega Pinsir with one of its STAB or coverage moves after a teammate faints. In addition, Rotom-H functions as an excellent lead, using Volt Switch to gain early momentum. Overheat is usually a powerful move to spam should Volt Switch be a poor choice; however, one must be extremely wary of being locked into Overheat against Heatran or setup sweepers such as Calm Mind Keldeo or Dragon Dance Dragonite.

Team Options
========

Due to this set's hit-and-run nature, Rapid Spin or Defog support is crucial to prevent Rotom-H from being worn down. Good Rapid Spin or Defog users to pair with Rotom-H include Empoleon, Latias, Mega Blastoise, Starmie, Tentacruel, and bulky variants of Scizor, as all share decent synergy with Rotom-H. Pokemon with Volt Switch or U-turn can easily form a VoltTurn core with Rotom-H, as it matches well with common users of the strategy such as Landorus and Scizor. Finally, teammates that attract resisted moves or threats such as Ferrothorn or Talonflame are great for Rotom-H, as smart plays will let Rotom-H easily grab momentum with Volt Switch or fire off powerful Overheats.



Other Options
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If Quagsire or the rarely seen Gastrodon and Swampert are a major concern, Hidden Power Grass can be used over Hidden Power Ice, seeing as Rotom-H is such a great lure for these Pokemon. However, this is not recommended because it leaves Rotom-H extremely vulnerable to many Dragon-types, which are more common and more important for Rotom-H to target. Hex is another option Rotom-H possesses, becoming a 130 base power move when the opponent is afflicted with a status condition. Although Rotom-H typically has no trouble inflicting status, its low Speed and lack of STAB on the move discourage the use of Hex, along with the fact that Rotom-H is hard-pressed enough to run more than one status move, let alone another attack. Similarly to Hex, Electro Ball has the potential to work in tandem with paralysis. However, Rotom-H is still held back from its aforementioned faults, along with the fact that some of Rotom-H's most popular switch-ins, particularly Rotom-W and Garchomp, are totally immune. Rotom-H can utilize Sunny Day with Heat Rock to be a reliable, bulky sun setter and abuser that resists and gets STAB on Fire-type moves, is immune to Ground-type moves, and has STAB coverage against Water-types, a combination of traits unexhibited in other sun setters. Rotom-H can also utilize dual screens and a slow Volt Switch to aid its teammates in setting up. Electroweb is a unique option that lets a fully invested Rotom-H outspeed anything under fully invested base 150 Speed. Unfortunately, it is an extremely weak move, and Rotom-H would usually rather switch out with Volt Switch. However, Electroweb can be good for forcing switches, especially if entry hazards are up. Choice Specs allows Rotom-H to punch holes in the opponent's team, but the inconsistency of Rotom-H's STABs are simply not worth the extra power. Finally, Rotom-H can use Assault Vest to become an even more effective special tank. However, a complete lack of recovery coupled with a Stealth Rock weakness is extremely bad for a defensive Pokemon, and the support required to keep Rotom-H alive may not be worth it.


Checks & Counters
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**Special Walls**: Rotom-H can barely touch most special walls, with Toxic being the only somewhat viable option on the defensive set to combat them. However, offensive sets are still hopelessly walled by the likes of Sylveon and Chansey, their best option being Trick (which, in the end, does not prevent them from continuing to be walled.)

**Faster Offensive Pokemon**: Non-Choice Scarf variants of Rotom-H must watch out for many of the faster offensive Pokemon that have the typing or coverage to rip Rotom-H apart before it has a chance to move. Nearly anything that Rotom-H doesn't obviously wall will carry something that can hurt it. Greninja, offensive Tyranitar, and Keldeo all fall under this category.

**Mold Breaker**: Mold Breaker Earthquake from the likes of Excadrill and Haxorus will absolutely shred Rotom-H, hitting past Levitate. It is extremely important that you look for the telltale "________ breaks the mold!" warning when a possible user is sent out.

**Taunt**: Although Taunt by itself is not a huge issue for Rotom-H, and is barely a concern for offensive variants, it can easily prevent defensive Rotom-H from healing or checking sweepers with Will-O-Wisp, which can be extremely problematic. Common users include Thundurus-T, which can potentially muscle through Rotom-H with the aid of Taunt.

**Bulky Setup Sweepers**: Bulky setup sweepers, primarily Fire-types such as Quiver Dance Volcarona and Mega Charizard X, will take a pittance from any of Rotom-H's attacks and cannot be worn down without the aid of Toxic.
 
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In the overview, you need to mention that Rotom-H faces stiff competition with Rotom-W, arguably the best Rotom forme in OU as of now with its excellent typing and better/more reliable STAB in Hydro Pump. Also, Rotom-H has Charge Beam, so it does have a way of boosting.

I'd drop Thunder Wave and Toxic on the Specially Defensive set and mention them as alternatives instead. Will-O-Wisp is just too good of a status to pass up nowadays, what with it its boosted accuracy. It also hinders many common switch-ins, such as Garchomp and Tyranitar.

On the Offensive 3 attacks, I'd probably slash Charge Beam in the last slot as well. Powering up Overheat to insane levels and remedying the SpA drop with Charge Beam is unique and effective.

All for now. I'll take a deeper look at this later on.
 
I don't think in the overview you should mention every type it resists, either mention few important types, relatively common moves or pokemon who Rotom-H walls.
 

Jukain

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EMPHASIZE why this thing is used: genesect and talonflame. if those two didn't exist, it would be garbage. countering (mostly) genesect is the ONLY THING differentiating this from rotom-w. play that up, or the reader will just pass this by as a shitty rotom-w.
 

CyclicCompound

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Alright, understood. I added stuff about Rotom-H's advantages over Rotom-W in just about every section, especially the overview. It should be a little clearer now to the reader as to how Rotom-H is viable over Rotom-W.
 
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I think the skeleton for the overview might need a bit of shortening:

• Despite weaknesses to common Rock-type and Water-type moves, Rotom-H has an amazing typing and resists Fire-type, Electric-type, Grass-type, Ice-type, Flying-type, Bug-type, and Steel-type moves, and possesses an immunity to Ground-type moves, paralysis, and burns.
• Talonflame and Genesect, two very common metagame threats, are not only walled but also threatened by Rotom-H's STABs.
• Unlike Rotom-W, Rotom-H will not be as worn down by Genesect and Talonflame's U-turns, allowing it to act as a much more effective stop to them.
• Rotom-H is also much better equipped to take down Aegislash and Ferrothorn than Rotom-W is, often outright forcing it out.
• Although Rotom-H plays similarly to Rotom-W, it cannot be shut down by Celebi, destroying teams that rely on Celebi to counter Rotom play.

• Rotom-H has a versatile support moveset movepool including Toxic, Thunder Wave, and Will-O-Wisp, making it extremely flexible and unpredictable.
• Unlike many other Fire-types, Rotom-H cannot be easily beaten by Heatran and easily threatens Water-types.
Rotom-H's Fire-typing and STAB Overheat lets him deal with threats like Aegislash, Celebi, Ferrothorn, Genesect and Talonflame more effectively than Rotom-W.
• Rotom-H faces severe competition from Rotom-W, which requires arguably less team support and sports a much better STAB combination.
However, Rotom-H still faces competition from Rotom-W, who has a better STAB combination, no Stealth Rock weakness, and required less team support.
However, Rotom-H also possesses low HP and Speed stats.
• Easily walled by Goodra, Blissey, Gastrodon, and Support Tyranitar.
• Charge Beam is the only method of boosting—both good and bad.
• Overheat is only Fire-type STAB, and forces Rotom-H to either switch or lower damage output severely.
• Finally, Rotom-H requires Rapid Spin or Defog support to last throughout a match.
I'm not QC, so take any suggestions with a grain of salt, and keep in mind that I could be wrong!

The skeleton for the rest of the analysis looks really solid overall. I am curious, though: why is there no Physically Defensive Rotom-H listed? Rotom-W and Rotom-H share resistances to numerous attacks (namely, Flare Blitz, Brave Bird, Bullet Punch, Ice Shard, to name a few), in fact, the only real differences in their typing is Rotom-H's weakness to Rock and Water, and his resistances to Grass, Electric, and Bug. They're still checking a similar list of threats (albeit, Rotom-H struggles to deal with Physically-based Water-types like Azumarill and Gyarados, and can no longer beat Pokemon like Tyranitar and Mamoswine as reliably), and his Fire-typing even has the added benefit of beating non-Substitute Mega Mawile one-on-one. Is a resistance to Grass (which isn't exactly common as an offensive type - and it's not like he has trouble sponging those attacks either way) and Electric (which you'll only be eating from Choice-locked Scarf Genesect, or by switching into Rotom-W's Volt Switch [which is totally something you don't want to do]) enough to say that Rotom-H shouldn't be running a Physically Defensive set, even though he'll want to minimize the damage he takes from prominent physical threats like Talonflame and Aegislash?

Admittedly, a Specially Defensive set probably checks Aegislash even better than a Physically Defensive one because it lets you switch in more reliably thanks to the popularity of the mixed set. Hm. I guess it could go both ways, really. I just don't see why he shouldn't also have a Physically Defensive set since he and Rotom-W wall / check a number of the same threats.
 
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CyclicCompound

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I think the skeleton for the overview might need a bit of shortening:



I'm not QC, so take any suggestions with a grain of salt, and keep in mind that I could be wrong!

The skeleton for the rest of the analysis looks really solid overall. I am curious, though: why is there no Physically Defensive Rotom-H listed? Rotom-W and Rotom-H share resistances to numerous attacks (namely, Flare Blitz, Brave Bird, Bullet Punch, Ice Shard, to name a few), in fact, the only real differences in their typing is Rotom-H's weakness to Rock and Water, and his resistances to Grass, Electric, and Bug. They're still checking a similar list of threats (albeit, Rotom-H struggles to deal with Physically-based Water-types like Azumarill and Gyarados, and can no longer beat Pokemon like Tyranitar and Mamoswine as reliably), and his Fire-typing even has the added benefit of beating non-Substitute Mega Mawile one-on-one. Is a resistance to Grass (which isn't exactly common as an offensive type - and it's not like he has trouble sponging those attacks either way) and Electric (which you'll only be eating from Choice-locked Scarf Genesect, or by switching into Rotom-W's Volt Switch [which is totally something you don't want to do]) enough to say that Rotom-H shouldn't be running a Specially Defensive set, even though he'll want to minimize the damage he takes from prominent physical threats like Talonflame and Aegislash?

Admittedly, a Specially Defensive set probably checks Aegislash even better than a Physically Defensive one because it lets you switch in more reliably thanks to the popularity of the mixed set. Hm. I guess it could go both ways, really. I just don't see why he shouldn't also have a Physically Defensive set since he and Rotom-W wall / check a number of the same threats.
I know the overview's long, but I was concerned with making sure the reader could clearly examine the benefits to using Rotom-H over Rotom-W. A lot of those points, while rather arduous to read, are the decisions that factor into choosing Rotom-H for a place on one's team.

As for a lot of the other stuff, though, you have great points. Honestly, the main reason I decided to opt for a specially defensive set was that Rotom-H has Will-O-Wisp to take care of most physical attackers. I'm going to change the specially defensive title to simply "defensive," and add in the set details that a physical spread can be used as well to suit the needs of the team. I think that should cover it.
 

CoolStoryBrobat

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Would it be worthwhile to mention that the defensive set also checks Mega Charizard Y much more effectively than Rotom-W? The full-out special set struggles to deal any damage to it and in turn has to rely on Focus Blast and take a Volt Switch or switch out, whereas Rotom-W would die to a Solar Beam.
 

CyclicCompound

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Would it be worthwhile to mention that the defensive set also checks Mega Charizard Y much more effectively than Rotom-W? The full-out special set struggles to deal any damage to it and in turn has to rely on Focus Blast and take a Volt Switch or switch out, whereas Rotom-W would die to a Solar Beam.
Thank you for pointing this out, it's a very valid point. I've added this on to the original post.
 

ginganinja

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Im not quite sold on a Substitute + 3 Attacks set. Rotom-H is SR weak for one thing, and I really dislike Subsitute on something SR weak, especially if it lacks recovery in the set. There are exceptions of course, but in general im not seeing the usefulness of Substitute. Furthermore, repeated uses of Substitute, with no real recovery, actually makes you WEAKER against countering Genesect and Talonflame since you are hampering your ability to switch in, and then you sub (as they switch) losing more health, you get forced out, and now struggle to switch into that Genesect as easily (it gets worse if SR is up). Can you (or anyone), explain the merits of the set before I approve the analysis?
 
Additionally, you explain one of the benefits of Substitute is to block status but it is immune to burn and paralysis, it can't switch into a spore user without being slept anyway so it can only activate sleep clause by being useless, freeze is hax so really you're only protecting from toxic which doesn't matter as much cause you're going for an offensive set that is already being worn down by sr and your own subs so if you're weak enough no one would toxic you anyway, even with leftovers
 
On the defensive set, I often find thunder wave the better status of choice. Because unlike rotom w who can threaten fire types absorbing wow out with hydro pump, fire types like charizard x and volcarona likes to come in on rotom h for a practically free dd or qd while rotom can do nothing in return other than volt swtiching out
 

CyclicCompound

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Im not quite sold on a Substitute + 3 Attacks set. Rotom-H is SR weak for one thing, and I really dislike Subsitute on something SR weak, especially if it lacks recovery in the set. There are exceptions of course, but in general im not seeing the usefulness of Substitute. Furthermore, repeated uses of Substitute, with no real recovery, actually makes you WEAKER against countering Genesect and Talonflame since you are hampering your ability to switch in, and then you sub (as they switch) losing more health, you get forced out, and now struggle to switch into that Genesect as easily (it gets worse if SR is up). Can you (or anyone), explain the merits of the set before I approve the analysis?
I've used this set to moderate success and it really depends on whether your teammates can remove the things that make Rotom-H useless, like Blissey or Goodra. Once they're out of the way, Rotom-H has the offensive presence to hit almost whatever switches in for a solid chunk of damage, and the use of Substitute is basically there to ease prediction. Fire / Electric / Ice coverage with STAB on the former two is quite formidable, and despite the SR weakness, it's incredibly easy for Rotom-H to set up a sub, since there are so many Pokemon against which it can get a free turn. It's really a matter of making sure your teammates can (a) remove SR, and (b) get rid of Blissey/Goodra/<insert blob here>.

Basically, if you can take care of those two things, you're switching in and taking barely any damage, setting up a sub, hitting the switch-in with a powerful attack, and switching out. It wears down the opponent incredibly quickly, especially if they're taking entry hazard damage. It's hard for this set to sweep on its own, but it can easily take chunks out of another Pokemon's HP that will make it easier for a teammate to sweep later on.

You could argue that it's outclassed by other special attackers with better special attack stats and/or sweeping potential, but where Rotom-H outshines them all is the sheer number of things it can switch into.
 
add bulky, m-scizor to the list of great defog partners. Rotom-H's fire resistance is great paired with scizors defensive typing, scizor has access to reliable recovery, u-turn, prority AND/or knock off so they can form a core and cover a lot of different things/do alot of things
 

alexwolf

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I'm with ginga on this one, remove Sub. Either make the set 4 attacks with Expert Belt or 3 attacks with LO + Pain Split, and definitely use some Speed there, at least enough to outspeed max Speed Jolly Scizor.

Also, separate the Specs and Scarf sets as they play different and have different purposes on a team.
 

CyclicCompound

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Alright, I've made some major changes to address some of the issues present with the skeleton. Hopefully my changes covered everything.
  • The sub set has been changed to Expert Belt (I tried LO + Pain Split, but Rotom-H was taking too much damage and wasn't fast enough to heal. E-belt, on the other hand, worked incredibly well as you could feign a choice set AND get lots of power out of Hidden Power Ice.)
  • Specs and Scarf are now two different entries, each befitting its particular playstyle.
  • Bulky Defog Scizor has been added to hazard-removing teammates, and Thundurus has been added to some of the stuff Rotom-H can switch into.
  • T-Wave and Toxic have been added as a side note as a way to deal with Volcarona.
Thank you to everyone who offered input!
 

Lilymoding

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Just want it to be known that charge beam is almost necessary if you are looking to carry overheat. Because of the huge special attack drop, Talonflame can take anything Rotom will throw at it, and s dance and follow with a strong acrobatics.

-2 252 SpA Rotom-H Thunderbolt vs. 0 HP / 0 SpD (Talonflame): 182-216 (61.27 - 72.72%) -- guaranteed 2HKO


+2 252+ Atk (Talonflame) Brave Bird vs. 248 HP / 8 Def Rotom-H: 129-153 (42.57 - 50.49%) -- guaranteed 3HKO

If it didn't switch out before hand (as to say a genesect lure) it can be delt major damage. All in All, charge beam is useful for nerfing the drop.
 
Not really, cause Overheat is for hit-and-run sets like Choice. There's no point trying to Charge Beam up, Rotom-H shouldn't stay in anyway. Also, guaranteed 3HKO isn't good. Talonflame can't take anything Rotom-H throws at it, it hates taking Volt Switch / Thunderbolt / Discharge
 

Lilymoding

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I know, I put in calcs to show that it does take a good chunk of damage, and included that it should switch out first

I see your point though
 

Plus

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I'm not sold on the last slash for that Expert Belt set. To me it seems that Expert Belt is best used to fake something like Specs, and I really have no idea why a Specs user would be using Charge Beam for that last slot. You're probably better off with Volt Switch as the primary slot, with WoW and Pain Split as your other slashes simply for utility. Expert Belt Rotom looks like a hit and run Pokemon, and you're going to be switching out more often than you are going to be trying for boosts at -2 Satk. That screams inefficient because you're trying to fish for 50% boosts at -2 special attack, and that potentially gives your opponent free turns to do things while you have to take two turns JUST to get back to regular Satk.

Those calcs above mean nothing regarding the use of Charge Beam on the last slot either. The scenario that plays out when something like that actually happens is if you manage to kill something with Overheat and Talonflame comes in to revenge kill. Charge Beam against a Talonflame isn't doing more in those turns than Thunderbolt is; you'd much rather tank the hit and just damage Talonflame. And by extension, you'd much rather be using Volt Switch to maintain offensive momentum with such a set.

Replace Charge Beam with Volt Switch on that set and

qc 1/3
 

PK Gaming

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I think you could stand to make the overview a little shorter, it's massive! You're on the right track with your Rotom-W comparisons, but you can remove miscellaneous information. Remember, the overview is basically a pros & cons list. There's no point to mentioning Charge Beam & Overheat in the overview, for example.
Unlike Rotom-W, Rotom-H will not be as worn down by Genesect and Talonflame's U-turns, allowing it to act as a much more effective stop to them.
That's not necessarily true. The fact that Rotom-W is weak to Stealth Rock makes it even more prone to being worn down from U-turn than Rotom-W.
Rotom-W is also vulnerable to Mega Charizard Y's Solarbeam, whereas Rotom-H is an almost full stop to Charizard.
It doesn't really threaten Charizard-X though, make sure you specify that it can only check Charizard-Y.
• Overheat is Rotom-H's only Fire-type STAB, and cannot be replaced.
• Overheat is Rotom-H's main source of pure damage output.
These 2 sentences are redundant. Just stick with one.
Due to Leftovers recovery, it is not as imperative that Rapid Spin support and Defog support be provided. However, it is still immensely appreciated.
Spin/Defog support is ALWAYS imperative, especially on a defensive Pokemon that switches in & out a lot.

I find myself questioning the validity the Expert Belt set. It seems like the ability to bluff with Expert Belt can be mentioned in the Set Details of the Specs/Scarf set. I don't think Rotom-H is relevant enough to justify dedicating an entire set to tricking common Pokemon.

The rest is of the analysis is solid though. Consider this stamped after the changes are made.
 

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