[STABmons] Rotom-H [QC: 3/3] [GP 2/2]

Scyther NO Swiping

Washed up former great
is a Battle Simulator Moderator Alumnus
QC TEG/Unfixable/BaconBagonz
GP Snobalt/P2

[OVERVIEW]

Due to Rotom-H's great typing, ability, and defensive stats, it can check a large number of top-tier threats such as Mega Scizor, Thundurus, Kyurem-B, and most Landorus-T variants. It has resistances to Electric, Fire, Bug, Steel, Flying, and Ice and an immunity to Ground, which are all common attacking types in STABmons. It can also function as a status sponge because it is immune to Thunder Wave and Will-O-Wisp. Rotom-H can support its team with a variety of status moves and can also keep up momentum with Volt Switch; additionally, it has access to high-Base Power Fire-type moves such as Blue Flare, Eruption, and Searing Shot. It is very versatile and can be used on a variety of teams. On the other hand, Rotom-H lacks good coverage moves and reliable recovery. It also faces competition from Rotom-W, which has a better overall defensive typing. Its below-average Speed stat forces it to use a Choice Scarf to compensate for it or else be outsped by threats, and its poor HP stat doesn't allow it to take as many hits as you would like.

[SET]
name: Specially Defensive
move 1: Volt Switch
move 2: Lava Plume
move 3: Nuzzle
move 4: Pain Split
item: Leftovers
ability: Levitate
nature: Calm
evs: 252 HP / 4 Def / 252 SpD

[SET COMMENTS]
Moves
========

Volt Switch allows Rotom-H to maintain momentum and switch to a teammate with a better matchup against the foe. Lava Plume has a 30% chance to burn the foe, which can be important to cripple physical attackers. Nuzzle has a 100% chance to paralyze the foe, which is very useful to slow it down and cripple it for the duration of the battle. Pain Split is Rotom-H's only real form of recovery, and because of its low base HP, it can often use the move to regain health while damaging the foe. Searing Shot also has a 30% chance to burn the foe; however, it hits harder than Lava Plume at the cost of having much lower PP. Blue Flare is another option for a Fire-type STAB move that hits harder but has low PP, below-average accuracy, and a lower burn chance. Will-O-Wisp is an option to inflict a guaranteed burn on the foe.

Set Details
========

Levitate makes Rotom-H immune to Ground-type moves, turning what would be a 4x weakness into an immunity. Leftovers allows Rotom-H to passively recover HP each turn. Because Nuzzle isn't meant to deal significant damage, a Calm nature is run to make Rotom-H as bulky as possible, and Attack is the only stat it doesn't mind the drop in. Maximum EVs in HP and Special Defense help to make Rotom-H as bulky as possible, especially in conjunction with the Attack drop from a possible burn. Rotom-H can also run maximum Defense EVs and a Bold nature to tank hits better from stronger physically attacking foes.

Usage Tips
========

Pick which status move to use on the foe. If Rotom-H is facing a fast foe that gives your team a Speed disadvantage, try Nuzzle. If facing a physical attacker, try Lava Plume for the burn chance. Pain Split works based on Rotom-W's raw HP number, not its percentage, so don't accidentally weaken Rotom-W and heal a foe that may have a higher HP percentage and a lower overall HP stat than it. Use Volt Switch to pivot into something that will force a switch and either let a teammate set up on the foe or simply beat the foe one-on-one. If using Searing Shot or Blue Flare, be careful with PP and try to save them. Because Rotom-H's Speed stat isn't great, don't be afraid to switch out manually if the opponent brings in a Water- or Rock-type that is faster than it.

Team Options
========

Water-types such as Mega Blastoise, Azumarill, and Gyarados make for good switch-ins to other Water-types and hit Fire- and Rock-types hard with super effective STAB moves. In return, Rotom-H is able to take the Grass- and Electric-type moves that they don't like. Keldeo resists Water- and Rock-type attacks, and Rotom-H is able to take the Flying-type moves it doesn't like. Grass-types are also able to hit Rock-types as well as Water-types with super effective STAB moves. Other VoltTurn staples such as Landorus-T, Tornadus-T, Scizor, Thundurus, and Parting Shot Sableye work well to keep up momentum and continually switch out of the foe. Entry hazard setters such as Landorus-T, Heatran, Ferrothorn, and Garchomp work well due to their ability to help wear the foe down over the course of the battle along with any possible burns that Rotom-H inflicts. Entry hazard removers such as Landorus-T, Gyarados, Porygon2, and Skarmory are able to keep the field clear of hazards, which Rotom-H appreciates because it switches in and out often.

[SET]
name: Choice Scarf
move 1: Volt Switch
move 2: Blue Flare
move 3: Thunderbolt / Eruption
move 4: Trick
item: Choice Scarf
ability: Levitate
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Blue Flare is Rotom-H's primary Fire-type STAB move that hits hard but has below-average accuracy. Volt Switch allows Rotom-H to hit the foe and then switch out to maintain momentum. Thunderbolt is an option for a secondary STAB move that hits harder than Volt Switch and doesn't force Rotom-H to switch out. Eruption hits incredibly hard because this set normally goes first; however, it doesn't always deal massive damage due to the amount of Fake Out + Extreme Speed users in the metagame. Trick serves as a way to cripple foes on stall teams by locking them into one move for the rest of the match. Searing Shot is an alternative STAB move that has 100% accuracy, has a 30% chance to burn the foe, and hits hard, but it has fewer Base Power than Blue Flare. Hidden Power Ice is a good option to hit Ground-types such as Landorus-T and Garchomp hard when they switch in on a predicted Volt Switch.

Set Details
========

Levitate removes the weakness Rotom-H would have to Ground-type moves, allowing it to freely switch into those moves. Choice Scarf allows Rotom-H to outspeed many threats in the metagame. A Timid nature and maximum EVs in Speed and Special Attack serve to make Rotom-H as fast and strong as possible.

Usage Tips
========

With Heatran being extremely popular and immune to Fire-type moves, and with Ground-type foes being immune to Electric-type attacks, Rotom-H's STAB combination is a risky one to be Choice-locked into, so prediction is key. This will also give Rotom-H a lot of problems breaking down bulky foes. Many times, when facing a bulky foe such as Chansey, it is better to either Trick Rotom-H's Choice Scarf onto them or pivot out with Volt Switch into a teammate that can handle them better. Don't lock Rotom-H into Trick when your opponent has their Mega Pokemon on the field or you suspect they will switch to it. This gives the foe a free setup opportunity and can also lead to it inflicting a lot of damage on your team. Beware of all the Fake Out + Extreme Speed users and other priority users, as they obviously make Rotom-H's Choice Scarf useless. This set also has the added bonus of surprise factor, which allows it to revenge kill many unsuspecting foes particularly when the opponent leaves their Pokemon in, expecting it to outspeed Rotom-H.

Team Options
========

Wallbreakers such as Keldeo, Mega Scizor, Thundurus, and Ursaring are able to take care of bulky foes that give Rotom-H trouble. Counters to priority users, such as Will-O-Wisp Sableye, Tyranitar, and Ferrothorn, can stop them from damaging Rotom-H before it can move. Entry hazard setters such as Garchomp, Heatran, and Ferrothorn are able to damage the foe over the course of the battle, which can help Rotom-H have an easier time KOing them. Entry hazard removers such as Landorus-T, Rapid Spin Porygon2, and Skarmory are also good partners, as they let Rotom-H switch in freely multiple times. VoltTurn staples such as Landorus-T, Parting Shot Sableye, and Thundurus are able to keep up momentum by switching to keep the foe on their toes and maintain offensive pressure.

[STRATEGY COMMENTS]
Other Options
=============

Toxic can be run to wear down bulkier foes. Sleep Talk can be run to let Rotom-H absorb almost every status, allowing it to counter all Grass-types, including Spore users. Magma Storm could be run alongside Toxic to trap foes on stall teams and wear them down quickly; however, this is better used by Heatran because Rotom-H doesn't learn Taunt, so it cannot prevent them from healing. A RestTalk set could be used, but counting on Sleep Talk is not reliable. Choice Specs can also be used, as it allows Rotom-H to hit incredibly hard.

Checks and Counters
===================

**Fast Water-types**: Fast Water-types such as Choice Scarf Keldeo, Starmie, and Water Shuriken Azumarill are able to outspeed and heavily damage, if not OHKO, Rotom-H.

**Rock-types**: Rock-types such as Terrakion, Aerodactyl, and Tyranitar give Rotom-H a lot of trouble, as they resist Fire and are able to hit back with super effective STAB moves.

**Wallbreakers**: Wallbreakers such as Ursaring, Mega Lopunny, Adaptability Porygon Z, Mold Breaker Excadrill, Mega Gyarados, and Earth Power Kyurem-B can give Rotom-H problems by just overpowering it.

**Bulky Special Walls**: Bulky special walls such as Chansey, Porygon2, and Meloetta are able to heal off the damage and status ailments that Rotom-H causes, and it is not able to inflict significant damage on them.
 
Last edited:

EV

Banned deucer.
I would like to see a list of useful resistances because Rotom-H has a lot. Electric, Flying, Steel, Bug, Fire, and Ice resistances go a long way in STABmons.

I've never used a Trick Rotom-H set before but I think I'd like to have HP Ice coverage there to really nail Garchomp or Landorus-T trying to predict your Volt Switch.

Please reorder the Checks and Counters. Fast Water types shouldn't be first as they hate Nuzzle and Electric STAB, so they can't really switch in. The bulky walls should go first imo. Under wallbreakers, Sub CM Keldeo already forces out Rotom-H, so saying it beats Rotom-H in a 1-on-1 situation is moot. Mega Charizard X is iffy because it's going to get crippled in the process. I'd put in Mega Lop, mixed Kyurem w/ Earth Power, and Adaptability Porygon Z down with Ursaring instead.

QC 1 of 3.
 
not fond of the set order. first one should be nuzzle / volt switch / lava plume / pain split. just put searing shot in moves part. lava plume is pretty much better. the second set should be trick / volt switch / blue flare / [thunderbolt / eruption]. just remove hp ice / searing shot, put them in moves.

other than that, you've hit all the main stops.

qc 2/3
 

baconbagon

free stabmons
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Contributor Alumnus
i'm on it

Overview
- So what do these resistances let it beat? Add examples such as non-Stone Edge Landorus-T, Kyurem-B, Thundurus, and Mega Scizor
- Describe competition with Rotom-W as a negative, whose defensive typing is overall superior

Set 1
- Should this be renamed to 'Specially Defensive'? Double Status sounds a little colloquial and not very accurate

Moves
- To be honest I'd rather have Will-O-Wisp here instead of OO, as it's nice to have a reliable burn inducer. Getting Lava Plume burns can also seriously mess up plans to paralyse the foe, which is one of my main irks with Scald + Nuzzle Rotom-W and Lava Plume + Nuzzle Rotom-H. You can keep it if you think so tho
- I'm not a big fan of having the status in the first slot and I'd rather have something like

move 1: Volt Switch
move 2: Lava Plume
move 3: Nuzzle / Will-O-Wisp
move 4: Pain Split

However, it's really up to you

Set Details
- Add a description of a max Defense spread and what it beats instead
- Mention what Pokemon Rotom-H takes on with Special Defense investment

Team Options
- Add in the ability of Water-types to revenge kill or switch into the Fire-types that Rotom-H cannot easily damage
- Add in Rotom-H taking on Flying-types for Keldeo nicely

Set 2
- I don't think Trick should be the first move, given that the set should be vaguely based on importance and what you click in a battle. Overall I'd prefer something like

move 1: Volt Switch
move 2: Blue Flare
move 3: Thunderbolt / Eruption
move 4: Trick

- Don't describe Eruption as outclassed, as otherwise it wouldn't be on the set; rephrase this to something like 'struggling with the vast amount of Fake Out + Extreme Speed users in the metagame'

Usage Tips
- When does Rotom-H get opportunities to switch in? Revenge killing, Thundurus, etc. work well here
- Surprise factor

Other Options
- Put Choice Specs here instead as it doesn't really fit under Choice Scarf
- Mention Magma Storm is being outclassed by Heatran
- Don't put Fiery Dance, just say RestTalk Rotom-H can be used for the ability to completely heal itself. I think the set's perfectly capable of running other Fire-type moves

Checks and Counters
- Mold Breaker Excadrill and Mega Gyarados can come under Wall breakers or Water-types in the case of the latter

really solid analysis, i just wanted to elaborate and clear up some little bits. a lot of these move changes are subjective, really just do what you want with wisp and the set orders.

QC 3/3
 
Last edited:

Sobi

Banned deucer.
add remove comments
[OVERVIEW]

Due to Rotom-H's (You haven't spoken about Rotom-H prior to this sentence, so it wouldn't be correct to use "its") great typing, ability, (add comma before preposition*) and defensive stats, (AC) allow it to can check a large number of top tier threats such as Mega Scizor, Thundurus, Kyurem-B, (add comma) and most Landorus-T variants. It has resistances to Electric, Fire, Bug, Steel, Flying, (add comma) and Ice and an immunity to Ground, which are all (without "all", it is like you are saying that Ground is only a common attacking type) common attacking types in STABmons. It can also function as a status sponge and switch into Thunder Wave and Will-O-Wisp. Rotom-H (you've said "it" quite a few times, so I think it would be proper to refer it to its name) can support its team with a variety of statuses. It and can also help support by keeping up momentum with Volt Switch. It has access to high powered Fire T-type moves (you might want to give some examples here, as these sentences seem quite short / abrupt). It is very versatile and can be runused on a variety of teams. ItOn the other hand, (you're introducing a contradictory point here, so it would be correct to use a contrasing connective, such as "however") Rotom-H lacks good coverage moves as well as reliable recovery. It also faces competition from Rotom-W which has better overall defensive typing. It has below average Speed stat makes it either have to use a Choice Scarf to compensate for it or be outsped by threats, (add comma) and its poor HP stat doesn't allow it to take as many hits as you would like.

[SET]
name: Specially Defensive
move 1: Volt Switch
move 2: Lava Plume
move 3: Nuzzle
move 4: Pain Split
item: Leftovers
ability: Levitate
nature: Calm
evs: 252 HP / 4 Def / 252 SpD

[SET COMMENTS]
Moves
========

Volt Switch allows Rotom-H to maintain momentum and switch to a teammate with a better matchup. Lava Plume has a 30% chance to burn the foe, which can be important to cripple physical attackers. Nuzzle has a 100% chance to paralyze the foe which is very useful to slow it down and cripple it for the duration of the battle. Pain Split is Rotom-H's only real form of recovery and because of its low base HP, it allows it to regain health while damaging the foe. Searing Shot also has a 30% burn chance, however, (Add comma) it hits harder than Lava Plume at the cost of having much less PP. Blue fFlare is another option for Fire STAB that hits harder but has below average accuracy as well as having , low PP, and a below PP and a average (don't use "below average" here, as you've already said it) burn chance. Will-O-Wisp is an option that can be run to pick up a guaranteed burn.

Set Details
========

Levitate makes Rotom-H immune to Ground-type moves, turning what would be a 4x weakness into an immunity. Leftovers allow it to passively recover each turn. Because Nuzzle isn't meant for damage, a Calm Nature is run to make Rotom-H as bulky as possible, and Attack is the only stat it doesn't mind the drop in. Max EVs in HP and Special Defense when paired with the aAttack drop that a burn can cause, help to make Rotom-H as bulky as possible. Rotom-H can also run a Max (not sure if 'max' should be capitalised or not) Def, Bold nature to better tank stronger physical attacking foes.

Usage Tips
========

Pick which status move to go for on an opponent. If you are facing a fast foe that gives your team trouble with speed, (Add comma) try Nuzzle. If you are facing a physical attacker, try Lava Plume for the burn chance. Pain Split works based on HP number, not percentage, so don't accidentally weaken yourself and heal something that may have a higher hp percentage than you, but lower overall HP. Use Volt Switch to pivot into something that will either force a switch and let you set up on your foe, or let you beat the foe one on one. If you use Searing Shot or Blue Flare, (AC) be careful with your PP and try to save them. Because your speed stat isn't great, (AC) don't be afraid to switch out manually if the foe brings in a Water- or Rock-type that is faster than you. Don't let it kill you.

Team Options
========

Water-types make good teammates as they are able to resist Rotom-H's weakness to Water-types, and hit Rock-types with SEsuper effective STAB as well as being able to hit Fire-Types hard. Rotom-H is able to take the Grass- and Electric-types that they don't like. Keldeo makes a good teammate as it resists Water- and Rock-types and Rotom-H is able to take the fFlying-type moves it doesn't like. Grass types make good teammates as they are able to hit Rock- and Water-types with SEsuper effective STAB. Other VoltTurn users such as Landorus-T, Tornadus-T, Scizor, Thundurus, and Parting Shot Sableye work well to keep up momentum and constantly switch on the foe. Hazard setters such as Landorus-T, Heatran, Ferrothorn, and Garchomp work well due to their ability to help wear the foe down over the length of the battle along with any possible burns that Rotom-H causes. Hazard Removers such as Landorus-T, Gyarados, Porygon2, and Skarmory work well as they are able to keep the field clear of hazards, something that Rotom-H appreciates because it switches in many times.

[SET]
name: Choice Scarf
move 1: Volt Switch
move 2: Blue Flare
move 3: Thunderbolt / Eruption
move 4: Trick
item: Choice Scarf
ability: Levitate
nature: Timid
evs: 252 SpA 4 SpD 252 Spe

[SET COMMENTS]
Moves
========

Blue Flare is Rotom-H's primary Fire-type STAB that hits hard but has below average accuracy. Volt Switch allows Rotom-H to hit and then switch out to maintain momentum. Thunderbolt is an option for secondary STAB that hits harder than Volt Switch. Eruption is an option with Scarf sets that hits incredibly hard due to normally going first, it however, it struggles due to the amount of Fake Out + ExtremeSpeed users in the tier. Trick serves as a way to cripple stall foes as you trick your Choice Scarf onto them, locking them into one move for the rest of the match. Searing Shot is an alternative STAB move that stillhas 100% accuracy, a 30% chance to burn, and hits hard, but with less power than Blue Flare, but it has 100% accuracy and a 30% chance to burn. Hidden Power Ice is a good option to hit Ground-types such as Landorus-T and Garchomp hard when they switch in on a predicted Volt Switch.

Set Details
========

Levitate removes the weakness Rotom-H would have to Ground-types, as well as allowing it to switch into Ground-type moves. (add period) Choice Scarf allows Rotom-H to outspeed many threats in the meta. Timid nature helps to maximize speed. Max evEVs in Speed and Special Attack serve to make Rotom-H as fast and strong as possible.

Usage Tips
========

With Heatran being extremely popular and being immune to Fire-type moves, and with Ground-type foes being immune to Electric-type, Rotom-H's STAB combo is a risky one to be choice locked into. Prediction is key. This will have a lot of problems breaking down bulky foes. Many times when facing a bulky foe such as Chansey, it is better to either trick your Choice Scarf onto them, or pivot out with Volt Switch into a teammate that can handle them better. Don't lock yourself into Trick when your opponent has their Mega on the field or you suspect they will switch to it. This gives them a free set up opportunity and can also lead to them inflicting a lot of damage on you. Beware of all the Fake Out + ExtremeSpeed users and other priority users as they obviously make your Scarf useless. This set also has the added bonus of the surprise factor, which makes this able to revenge kill many foes due to its speed, and foes leaving their Pokemon in expecting them to outspeed.

Team Options
========

Wall Breakers such as Keldeo, Mega Scizor, Thundurus, and Ursaring make good teammates as they are able to take care of bulky foes that give Rotom-H trouble. Counters to priority users such as Will-O-Wisp Sableye, Tyranitar, or Ferrothorn make good partners as they are able to stop the priority users from damaging Rotom-H which is greatly appreciated. Hazard setters such as Garchomp, Heatran, and Ferrothorn make good teammates as they are able to set hazards to damage the foe over the length of the battle, which is something that is appreciated by Rotom-H. Hazard Removers such as Landorus-T, Rapid Spin Porygon2, and Skarmory are also are good partners as they remove hazards and let Rotom-H switch in freely, (AC) multiple times. VoltTurn users such as Landorus-T, Parting Shot Sableye, and Thundurus make good partners as they are goodable to keep up momentum and keepby switching to keep the foe on their toes and keep pressure constantly on the foe. (you keep repeating words in this sentence, and I'm not sure how to word it correctly without changing what you're trying to say)

[STRATEGY COMMENTS]
Other Options
=============

Toxic can be run to wear down bulkier foes. Sleep Talk can be run to let Rotom absorb almost every status, and also to allow it to counter all gGrass -types including sSpore users. Magma Storm could be run to trap stall foes and be paired with tToxic to wear them down, however this is outclassed by Heatran, because Rotom-H can't learn Taunt to prevent them from healing. A RestTalk set could be used, but it is unreliable counting on Sleep Talk rolls. Choice Specs are is an alternative to Choice Scarf, thas it allows Rotom-H to hit incredibly hard.

Checks and Counters
===================

**Fast Water-types**: Fast Water-types such as Scarf Keldeo, Starmie, and Water Shuriken Azumarill are able to outspeed and heavily damage, if not KO, (AC) Rotom-H.

**Rock-types**: Rock-types such as Terrakion, Aerodactyl, and Tyranitar give Rotom-H a lot of trouble.

**Wall Breakers**: Wall Breakers such as Ursaring, Mega Lopunny, Adaptability Porygon Z, Mold Breaker Excadrill, Mega Gyarados, and Kyurem-B with Earth Power can give Rotom-H problems by being strong enough to just overpower it.

**Bulky Special Walls**: Bulky Special walls such as Chansey, Porygon2, and Meloetta serve as a problem for Rotom-H as they are able to heal off the damage and status moves that it causes and it is not able to inflict reliable damage on them.


(*) Smogon uses the serial comma before certain prepositions such as "and" (eg: I bought eggs, milk, bread, and fruit). There were some missing, so I decided to add them in. Also, there were some sentences that weren't worded properly, so I tried to change them a bit, but I put a comment to let you know! Apart from that, seems good to me n_n

Edit: I missed out one change which was about the Choice Specs. Just remember that items that are logically plural (Leftovers, Choice Specs) are treated as singular, so you'd say "Choice Specs is a good item on....", not "Choice Specs are".
 
Last edited:

Scyther NO Swiping

Washed up former great
is a Battle Simulator Moderator Alumnus
add remove comments
[OVERVIEW]

Due to Rotom-H's (You haven't spoken about Rotom-H prior to this sentence, so it wouldn't be correct to use "its") great typing, ability, (add comma before preposition*) and defensive stats, (AC) allow it to can check a large number of top tier threats such as Mega Scizor, Thundurus, Kyurem-B, (add comma) and most Landorus-T variants. It has resistances to Electric, Fire, Bug, Steel, Flying, (add comma) and Ice and an immunity to Ground, which are all (without "all", it is like you are saying that Ground is only a common attacking type) common attacking types in STABmons. It can also function as a status sponge and switch into Thunder Wave and Will-O-Wisp. Rotom-H (you've said "it" quite a few times, so I think it would be proper to refer it to its name) can support its team with a variety of statuses. It and can also help support by keeping up momentum with Volt Switch. It has access to high powered Fire T-type moves (you might want to give some examples here, as these sentences seem quite short / abrupt). It is very versatile and can be runused on a variety of teams. ItOn the other hand, (you're introducing a contradictory point here, so it would be correct to use a contrasing connective, such as "however") Rotom-H lacks good coverage moves as well as reliable recovery. It also faces competition from Rotom-W which has better overall defensive typing. It has below average Speed stat makes it either have to use a Choice Scarf to compensate for it or be outsped by threats, (add comma) and its poor HP stat doesn't allow it to take as many hits as you would like.

[SET]
name: Specially Defensive
move 1: Volt Switch
move 2: Lava Plume
move 3: Nuzzle
move 4: Pain Split
item: Leftovers
ability: Levitate
nature: Calm
evs: 252 HP / 4 Def / 252 SpD

[SET COMMENTS]
Moves
========

Volt Switch allows Rotom-H to maintain momentum and switch to a teammate with a better matchup. Lava Plume has a 30% chance to burn the foe, which can be important to cripple physical attackers. Nuzzle has a 100% chance to paralyze the foe which is very useful to slow it down and cripple it for the duration of the battle. Pain Split is Rotom-H's only real form of recovery and because of its low base HP, it allows it to regain health while damaging the foe. Searing Shot also has a 30% burn chance, however, (Add comma) it hits harder than Lava Plume at the cost of having much less PP. Blue fFlare is another option for Fire STAB that hits harder but has below average accuracy as well as having , low PP, and a below PP and a average (don't use "below average" here, as you've already said it) burn chance. Will-O-Wisp is an option that can be run to pick up a guaranteed burn.

Set Details
========

Levitate makes Rotom-H immune to Ground-type moves, turning what would be a 4x weakness into an immunity. Leftovers allow it to passively recover each turn. Because Nuzzle isn't meant for damage, a Calm Nature is run to make Rotom-H as bulky as possible, and Attack is the only stat it doesn't mind the drop in. Max EVs in HP and Special Defense when paired with the aAttack drop that a burn can cause, help to make Rotom-H as bulky as possible. Rotom-H can also run a Max (not sure if 'max' should be capitalised or not) Def, Bold nature to better tank stronger physical attacking foes.

Usage Tips
========

Pick which status move to go for on an opponent. If you are facing a fast foe that gives your team trouble with speed, (Add comma) try Nuzzle. If you are facing a physical attacker, try Lava Plume for the burn chance. Pain Split works based on HP number, not percentage, so don't accidentally weaken yourself and heal something that may have a higher hp percentage than you, but lower overall HP. Use Volt Switch to pivot into something that will either force a switch and let you set up on your foe, or let you beat the foe one on one. If you use Searing Shot or Blue Flare, (AC) be careful with your PP and try to save them. Because your speed stat isn't great, (AC) don't be afraid to switch out manually if the foe brings in a Water- or Rock-type that is faster than you. Don't let it kill you.

Team Options
========

Water-types make good teammates as they are able to resist Rotom-H's weakness to Water-types, and hit Rock-types with SEsuper effective STAB as well as being able to hit Fire-Types hard. Rotom-H is able to take the Grass- and Electric-types that they don't like. Keldeo makes a good teammate as it resists Water- and Rock-types and Rotom-H is able to take the fFlying-type moves it doesn't like. Grass types make good teammates as they are able to hit Rock- and Water-types with SEsuper effective STAB. Other VoltTurn users such as Landorus-T, Tornadus-T, Scizor, Thundurus, and Parting Shot Sableye work well to keep up momentum and constantly switch on the foe. Hazard setters such as Landorus-T, Heatran, Ferrothorn, and Garchomp work well due to their ability to help wear the foe down over the length of the battle along with any possible burns that Rotom-H causes. Hazard Removers such as Landorus-T, Gyarados, Porygon2, and Skarmory work well as they are able to keep the field clear of hazards, something that Rotom-H appreciates because it switches in many times.

[SET]
name: Choice Scarf
move 1: Volt Switch
move 2: Blue Flare
move 3: Thunderbolt / Eruption
move 4: Trick
item: Choice Scarf
ability: Levitate
nature: Timid
evs: 252 SpA 4 SpD 252 Spe

[SET COMMENTS]
Moves
========

Blue Flare is Rotom-H's primary Fire-type STAB that hits hard but has below average accuracy. Volt Switch allows Rotom-H to hit and then switch out to maintain momentum. Thunderbolt is an option for secondary STAB that hits harder than Volt Switch. Eruption is an option with Scarf sets that hits incredibly hard due to normally going first, it however, it struggles due to the amount of Fake Out + ExtremeSpeed users in the tier. Trick serves as a way to cripple stall foes as you trick your Choice Scarf onto them, locking them into one move for the rest of the match. Searing Shot is an alternative STAB move that stillhas 100% accuracy, a 30% chance to burn, and hits hard, but with less power than Blue Flare, but it has 100% accuracy and a 30% chance to burn. Hidden Power Ice is a good option to hit Ground-types such as Landorus-T and Garchomp hard when they switch in on a predicted Volt Switch.

Set Details
========

Levitate removes the weakness Rotom-H would have to Ground-types, as well as allowing it to switch into Ground-type moves. (add period) Choice Scarf allows Rotom-H to outspeed many threats in the meta. Timid nature helps to maximize speed. Max evEVs in Speed and Special Attack serve to make Rotom-H as fast and strong as possible.

Usage Tips
========

With Heatran being extremely popular and being immune to Fire-type moves, and with Ground-type foes being immune to Electric-type, Rotom-H's STAB combo is a risky one to be choice locked into. Prediction is key. This will have a lot of problems breaking down bulky foes. Many times when facing a bulky foe such as Chansey, it is better to either trick your Choice Scarf onto them, or pivot out with Volt Switch into a teammate that can handle them better. Don't lock yourself into Trick when your opponent has their Mega on the field or you suspect they will switch to it. This gives them a free set up opportunity and can also lead to them inflicting a lot of damage on you. Beware of all the Fake Out + ExtremeSpeed users and other priority users as they obviously make your Scarf useless. This set also has the added bonus of the surprise factor, which makes this able to revenge kill many foes due to its speed, and foes leaving their Pokemon in expecting them to outspeed.

Team Options
========

Wall Breakers such as Keldeo, Mega Scizor, Thundurus, and Ursaring make good teammates as they are able to take care of bulky foes that give Rotom-H trouble. Counters to priority users such as Will-O-Wisp Sableye, Tyranitar, or Ferrothorn make good partners as they are able to stop the priority users from damaging Rotom-H which is greatly appreciated. Hazard setters such as Garchomp, Heatran, and Ferrothorn make good teammates as they are able to set hazards to damage the foe over the length of the battle, which is something that is appreciated by Rotom-H. Hazard Removers such as Landorus-T, Rapid Spin Porygon2, and Skarmory are also are good partners as they remove hazards and let Rotom-H switch in freely, (AC) multiple times. VoltTurn users such as Landorus-T, Parting Shot Sableye, and Thundurus make good partners as they are goodable to keep up momentum and keepby switching to keep the foe on their toes and keep pressure constantly on the foe. (you keep repeating words in this sentence, and I'm not sure how to word it correctly without changing what you're trying to say)

[STRATEGY COMMENTS]
Other Options
=============

Toxic can be run to wear down bulkier foes. Sleep Talk can be run to let Rotom absorb almost every status, and also to allow it to counter all gGrass -types including sSpore users. Magma Storm could be run to trap stall foes and be paired with tToxic to wear them down, however this is outclassed by Heatran, because Rotom-H can't learn Taunt to prevent them from healing. A RestTalk set could be used, but it is unreliable counting on Sleep Talk rolls. Choice Specs are is an alternative to Choice Scarf, thas it allows Rotom-H to hit incredibly hard.

Checks and Counters
===================

**Fast Water-types**: Fast Water-types such as Scarf Keldeo, Starmie, and Water Shuriken Azumarill are able to outspeed and heavily damage, if not KO, (AC) Rotom-H.

**Rock-types**: Rock-types such as Terrakion, Aerodactyl, and Tyranitar give Rotom-H a lot of trouble.

**Wall Breakers**: Wall Breakers such as Ursaring, Mega Lopunny, Adaptability Porygon Z, Mold Breaker Excadrill, Mega Gyarados, and Kyurem-B with Earth Power can give Rotom-H problems by being strong enough to just overpower it.

**Bulky Special Walls**: Bulky Special walls such as Chansey, Porygon2, and Meloetta serve as a problem for Rotom-H as they are able to heal off the damage and status moves that it causes and it is not able to inflict reliable damage on them.


(*) Smogon uses the serial comma before certain prepositions such as "and" (eg: I bought eggs, milk, bread, and fruit). There were some missing, so I decided to add them in. Also, there were some sentences that weren't worded properly, so I tried to change them a bit, but I put a comment to let you know! Apart from that, seems good to me n_n

Edit: I missed out one change which was about the Choice Specs. Just remember that items that are logically plural (Leftovers, Choice Specs) are treated as singular, so you'd say "Choice Specs is a good item on....", not "Choice Specs are".
Thanks for the amcheck, I implemented all of it, hope it wasn't too much trouble putting in the commas, I've always been bad at that, going to work on it for future analyses.
 

Empress

Warning: may contain traces of nuts
is a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
Add Remove Comment
[OVERVIEW]

Due to Rotom-H's great typing, ability, and defensive stats, it can check a large number of top-(AH)tier threats such as Mega Scizor, Thundurus, Kyurem-B, and most Landorus-T variants. It has resistances to Electric, Fire, Bug, Steel, Flying, and Ice and an immunity to Ground, which are all common attacking types in STABmons. It can also function as a status sponge and switch into because it is immune to Thunder Wave and Will-O-Wisp. Rotom-H can support its team with a variety of statuses moves and can also keep up momentum with Volt Switch. It has access to high-Base Power powered Fire-(AH)type moves such as Blue Flare, Eruption, and Searing Shot. It is very versatile and can be used on a variety of teams. On the other hand downside, Rotom-H lacks good coverage moves as well as and reliable recovery. It also faces competition from Rotom-W, (AC) which has a better overall defensive typing. Its below-(AH)average Speed stat makes forces it have to use a Choice Scarf to compensate for it or else be outsped by threats, and its poor HP stat doesn't allow it to take as many hits as you would like.

[SET]
name: Specially Defensive
move 1: Volt Switch
move 2: Lava Plume
move 3: Nuzzle
move 4: Pain Split
item: Leftovers
ability: Levitate
nature: Calm
evs: 252 HP / 4 Def / 252 SpD

[SET COMMENTS]
Moves
========

Volt Switch allows Rotom-H to maintain momentum and switch to a teammate with a better matchup against the foe. Lava Plume has a 30% chance to burn the foe, which can be important to cripple physical attackers. Nuzzle has a 100% chance to paralyze the foe, (AC) which is very useful to slow it down and cripple it for the duration of the battle. Pain Split is Rotom-H's only real form of recovery, (AC) and because of its low base HP, it allows it can often use the move to regain health while damaging the foe. Searing Shot also has a 30% chance to burn the foe; chance, however, it hits harder than Lava Plume at the cost of having much less PP. Blue Flare is another option for a Fire-type STAB move that hits harder but has low PP, and below-(AH)average accuracy, (AC) and a lower burn chance. Will-O-Wisp is an option that can be run to pick up inflict a guaranteed burn on the foe.

Set Details
========

Levitate makes Rotom-H immune to Ground-type moves, turning what would be a 4x weakness into an immunity. Leftovers allows Rotom-H it to passively recover HP each turn. Because Nuzzle isn't meant for to deal significant damage, a Calm Nature nature is run to make Rotom-H as bulky as possible, and Attack is the only stat it doesn't mind the drop in. Maximum EVs in HP and Special Defense when paired with the Attack drop that a burn can cause, help to make Rotom-H as bulky as possible, especially in conjunction with the Attack drop from a possible burn. Rotom-H can also run a Max maximum Defense EVs and a,(RC) Bold nature to better tank hits better from stronger physically attacking foes.

Usage Tips
========

Pick which status move to go for use on an opponent the foe. If you are Rotom-H is facing a fast foe that gives your team trouble with speed a Speed disadvantage, try Nuzzle. If you are facing a physical attacker, try Lava Plume for the burn chance. Pain Split works based on Rotom-W's raw HP number, not its percentage, so don't accidentally weaken yourself Rotom-W and heal something a foe that may have a higher hp HP percentage than you, but and a lower overall HP stat than it. Use Volt Switch to pivot into something that will either force a switch and either let you a teammate set up on your the foe, (RC) or let you simply beat the foe one-(AH)on-(AH)one. If you use using Searing Shot or Blue Flare, be careful with your PP and try to save them. Because your speed Rotom-H's Speed stat isn't great, don't be afraid to switch out manually if the foe brings in a Water- or Rock-type that is faster than you. Don't let it kill you it.

Team Options
========

Water-types (such as?) make for good teammates as they are able to resist Rotom-H's weakness switch-ins to other Water-types, (RC) and hit Fire- and Rock-types hard with super effective STAB as well as being able to hit Fire-Types hard moves. In return Rotom-H is able to take the Grass- and Electric-type moves that they don't like. Keldeo makes a good teammate as it resists Water- and Rock-type attacks, (AC) and Rotom-H is able to take the Flying-type moves it doesn't like. Grass-(AH)types make good teammates as they are also able to hit Rock-types as well as and Water-types with super effective STAB moves. Other VoltTurn users staples such as Landorus-T, Tornadus-T, Scizor, Thundurus, and Parting Shot Sableye work well to keep up momentum and constantly switch on out of the foe. Hazard Entry hazard setters such as Landorus-T, Heatran, Ferrothorn, and Garchomp work well due to their ability to help wear the foe down over the length course of the battle along with any possible burns that Rotom-H causes inflicts. Hazard Removers Entry hazard removers such as Landorus-T, Gyarados, Porygon2, and Skarmory work well as they are able to keep the field clear of hazards, something that which Rotom-H appreciates because it switches in and out often many times.

[SET]
name: Choice Scarf
move 1: Volt Switch
move 2: Blue Flare
move 3: Thunderbolt / Eruption
move 4: Trick
item: Choice Scarf
ability: Levitate
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Blue Flare is Rotom-H's primary Fire-type STAB move that hits hard but has below-(AH)average accuracy. Volt Switch allows Rotom-H to hit the foe and then switch out to maintain momentum. Thunderbolt is an option for a secondary STAB move that hits harder than Volt Switch and doesn't force Rotom-H to switch out. Eruption is an option with Scarf sets that hits incredibly hard due to because this set normally going goes first,; (change to semi) however, it struggles doesn't always deal massive damage due to the amount of Fake Out + Extreme(space)Speed users in the tier metagame. Trick serves as a way to cripple foes on stall teams by foes as you trick your Choice Scarf onto them, locking them into one move for the rest of the match. Searing Shot is an alternative STAB move that has 100% accuracy, a 30% chance to burn the foe, and hits hard, but with it has less Base Power power than Blue Flare. Hidden Power Ice is a good option to hit Ground-types such as Landorus-T and Garchomp hard when they switch in on a predicted Volt Switch.

Set Details
========

Levitate removes the weakness Rotom-H would have to Ground-type moves, as well as allowing it to freely switch into Ground-type those moves. Choice Scarf allows Rotom-H to outspeed many threats in the meta game. A Timid nature helps to maximize speed Speed. Maximum EVs in Speed and Special Attack serve to make Rotom-H as fast and strong as possible.

Usage Tips
========
With Heatran being extremely popular and immune to Fire-type moves, and with Ground-type foes being immune to Electric-type attacks, Rotom-H's STAB combo is a risky one to be choice Choice-locked into, so prediction. Prediction is key. This will have also give Rotom-H a lot of problems breaking down bulky foes. Many times, (AC) when facing a bulky foe such as Chansey, it is better to either trick your Trick Rotom-H's Choice Scarf onto them, (RC) or pivot out with Volt Switch into a teammate that can handle them better. Don't lock yourself Rotom-H into Trick when your opponent has their Mega Evolution on the field or you suspect they will switch to it. This gives them foe a free set(remove space)up opportunity and can also lead to them it inflicting a lot of damage on your team. Beware of all the Fake Out + Extreme(space)Speed users and other priority users, (AC) as they obviously make your Rotom-H's Choice Scarf useless. This set also has the added bonus of the surprise factor, which makes this able allows it to revenge kill many unsuspecting foes due to its speed, and foes leaving particularly when the opponent leaves their Pokemon in, (AC) expecting them it to outspeed Rotom-H.

Team Options
========

Wallbreakers Breakers such as Keldeo, Mega Scizor, Thundurus, and Ursaring make good teammates as they are able to take care of bulky foes that give Rotom-H trouble. Counters to priority users such as Will-O-Wisp Sableye, Tyranitar, or and Ferrothorn make good partners as they are able to can stop the priority users from damaging Rotom-H which is greatly appreciated before it can move. Hazard Entry hazard setters such as Garchomp, Heatran, and Ferrothorn make good teammates as they are able to set hazards to continually damage the foe over the length course of the battle, which is something that is appreciated by Rotom-H (explain why it appreciates this). Hazard Removers Entry hazard removers such as Landorus-T, Rapid Spin Porygon2, and Skarmory are also good partners, (AC) as they remove hazards and let Rotom-H switch in freely, (RC) multiple times. VoltTurn users staples such as Landorus-T, Parting Shot Sableye, and Thundurus make good partners as they are able to keep up momentum by switching to keep the foe on their toes and keep maintain offensive pressure constantly on the foe.

[STRATEGY COMMENTS]
Other Options
=============

Toxic can be run to wear down bulkier foes. Sleep Talk can be run to let Rotom-H absorb almost every status ailment, and also to allowing it to counter all Grass(remove space)-types, (AC) including Spore users. Magma Storm could be run alongside Toxic to trap foes on stall foes teams and be paired with Toxic to wear them down quickly;, (change to semi) however, (AC) this is outclassed better used by Heatran, (RC) because Rotom-H can't doesn't learn Taunt, so it cannot to prevent them from healing. A RestTalk set could be used, but it is unreliable counting on Sleep Talk rolls is not reliable. Choice Specs serves as an alternative to Choice Scarf, as it allows Rotom-H to hit incredibly hard. (Specs and Scarf would make it serve two totally different roles though)

Checks and Counters
===================

**Fast Water-types**: Fast Water-types such as Choice Scarf Keldeo, Starmie, and Water Shuriken Azumarill are able to outspeed and heavily damage, if not OHKO, Rotom-H.

**Rock-types**: Rock-types such as Terrakion, Aerodactyl, and Tyranitar give Rotom-H a lot of trouble (why?).

**Wallbreakers Breakers**: Wallbreakers Breakers such as Ursaring, Mega Lopunny, Adaptability Porygon Z, Mold Breaker Excadrill, Mega Gyarados, and Kyurem-B with Earth Power Kyurem-B can give Rotom-H problems by being strong enough to just overpowering it.

**Bulky Special Walls**: Bulky Special special walls such as Chansey, Porygon2, and Meloetta serve as a problem for Rotom-H as they are able to heal off the damage and status moves ailments that it causes, (AC) and it is not able to inflict reliable significant damage on them.
GP 1/2
 
Last edited:

P Squared

a great unrecorded history
is a Site Content Manageris a Community Contributoris a Top Contributoris a Top Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Top Smogon Media Contributor Alumnus
GP 2/2
[OVERVIEW]

Due to Rotom-H's great typing, ability, and defensive stats, it can check a large number of top-tier threats such as Mega Scizor, Thundurus, Kyurem-B, and most Landorus-T variants. It has resistances to Electric, Fire, Bug, Steel, Flying, and Ice and an immunity to Ground, which are all common attacking types in STABmons. It can also function as a status sponge because it is immune to Thunder Wave and Will-O-Wisp. Rotom-H can support its team with a variety of status moves and can also keep up momentum with Volt Switch; additionally, it (need some sentence variety like dang) has access to high-Base Power Fire-type moves such as Blue Flare, Eruption, and Searing Shot. It is very versatile and can be used on a variety of teams. On the other hand downside, Rotom-H lacks good coverage moves and reliable recovery. It also faces competition from Rotom-W, which has a better overall defensive typing. Its below-average Speed stat forces it to use a Choice Scarf to compensate for it or else be outsped by threats, and its poor HP stat doesn't allow it to take as many hits as you would like.

[SET]
name: Specially Defensive
move 1: Volt Switch
move 2: Lava Plume
move 3: Nuzzle
move 4: Pain Split
item: Leftovers
ability: Levitate
nature: Calm
evs: 252 HP / 4 Def / 252 SpD

[SET COMMENTS]
Moves
========

Volt Switch allows Rotom-H to maintain momentum and switch to a teammate with a better matchup against the foe. Lava Plume has a 30% chance to burn the foe, which can be important to cripple physical attackers. Nuzzle has a 100% chance to paralyze the foe, which is very useful to slow it down and cripple it for the duration of the battle. Pain Split is Rotom-H's only real form of recovery, and because of its low base HP, it can often use the move to regain health while damaging the foe. Searing Shot also has a 30% chance to burn the foe; however, it hits harder than Lava Plume at the cost of having much less lower PP. Blue Flare is another option for a Fire-type STAB move that hits harder but has low PP, below-average accuracy, and a lower burn chance. Will-O-Wisp is an option that can be run to inflict a guaranteed burn on the foe.

Set Details
========

Levitate makes Rotom-H immune to Ground-type moves, turning what would be a 4x weakness into an immunity. Leftovers allows Rotom-H to passively recover HP each turn. Because Nuzzle isn't meant to deal significant damage, a Calm nature is run to make Rotom-H as bulky as possible, and Attack is the only stat it doesn't mind the drop in. Maximum EVs in HP and Special Defense help to make Rotom-H as bulky as possible, especially in conjunction with the Attack drop from a possible burn. Rotom-H can also run maximum Defense EVs and a Bold nature to tank hits better from stronger physically attacking foes.

Usage Tips
========

Pick which status move to use on the foe. If Rotom-H is facing a fast foe that gives your team a Speed disadvantage, try Nuzzle. If facing a physical attacker, try Lava Plume for the burn chance. Pain Split works based on Rotom-W's raw HP number, not its percentage, so don't accidentally weaken Rotom-W and heal a foe that may have a higher HP percentage and a lower overall HP stat than it. Use Volt Switch to pivot into something that will force a switch and either let a teammate set up on the foe or simply beat the foe one-on-one. If using Searing Shot or Blue Flare, be careful with PP and try to save them. Because Rotom-H's Speed stat isn't great, don't be afraid to switch out manually if the foe opponent brings in a Water- or Rock-type that is faster than it.

Team Options
========

Water-types such as Mega Blastoise, Azumarill, (AC) and Gyarados make for good switch-ins to other Water-types and hit Fire- and Rock-types hard with super effective STAB moves. In return, (AC) Rotom-H is able to take the Grass- and Electric-type moves that they don't like. Keldeo resists Water- and Rock-type attacks, and Rotom-H is able to take the Flying-type moves it doesn't like. Grass-types are also able to hit Rock-types as well as Water-types with super effective STAB moves. Other VoltTurn staples such as Landorus-T, Tornadus-T, Scizor, Thundurus, and Parting Shot Sableye work well to keep up momentum and constantly continually switch out of the foe. Entry hazard setters such as Landorus-T, Heatran, Ferrothorn, and Garchomp work well due to their ability to help wear the foe down over the course of the battle along with any possible burns that Rotom-H inflicts. Entry hazard removers such as Landorus-T, Gyarados, Porygon2, and Skarmory are able to keep the field clear of hazards, which Rotom-H appreciates because it switches in and out often.

[SET]
name: Choice Scarf
move 1: Volt Switch
move 2: Blue Flare
move 3: Thunderbolt / Eruption
move 4: Trick
item: Choice Scarf
ability: Levitate
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Blue Flare is Rotom-H's primary Fire-type STAB move that hits hard but has below-average accuracy. Volt Switch allows Rotom-H to hit the foe and then switch out to maintain momentum. Thunderbolt is an option for a secondary STAB move that hits harder than Volt Switch and doesn't force Rotom-H to switch out. Eruption hits incredibly hard because this set normally goes first; however, it doesn't always deal massive damage due to the amount of Fake Out + Extreme Speed users in the metagame. Trick serves as a way to cripple foes on stall teams by locking them into one move for the rest of the match. Searing Shot is an alternative STAB move that has 100% accuracy, has a 30% chance to burn the foe, and hits hard, but it has less fewer Base Power than Blue Flare. Hidden Power Ice is a good option to hit Ground-types such as Landorus-T and Garchomp hard when they switch in on a predicted Volt Switch.

Set Details
========

Levitate removes the weakness Rotom-H would have to Ground-type moves, allowing it to freely switch into those moves. Choice Scarf allows Rotom-H to outspeed many threats in the metagame. A Timid nature and helps to maximize Speed. Mmaximum EVs in Speed and Special Attack serve to make Rotom-H as fast and strong as possible.

Usage Tips
========

With Heatran being extremely popular and immune to Fire-type moves, and with Ground-type foes being immune to Electric-type attacks, Rotom-H's STAB combination is a risky one to be Choice-locked into, so prediction is key. This will also give Rotom-H a lot of problems breaking down bulky foes. Many times, when facing a bulky foe such as Chansey, it is better to either Trick Rotom-H's Choice Scarf onto them or pivot out with Volt Switch into a teammate that can handle them better. Don't lock Rotom-H into Trick when your opponent has their Mega Pokemon Evolution on the field or you suspect they will switch to it. This gives the foe a free setup opportunity and can also lead to it inflicting a lot of damage on your team. Beware of all the Fake Out + Extreme Speed users and other priority users, as they obviously make Rotom-H's Choice Scarf useless. This set also has the added bonus of surprise factor, which allows it to revenge kill many unsuspecting foes particularly when the opponent leaves their Pokemon in, expecting it to outspeed Rotom-H.

Team Options
========

Wallbreakers such as Keldeo, Mega Scizor, Thundurus, and Ursaring are able to take care of bulky foes that give Rotom-H trouble. Counters to priority users (*) such as Will-O-Wisp Sableye, Tyranitar, and Ferrothorn (*) (are these three priority users or counters to priority users? if they're counters, put commas at the parts i've marked with a *) can stop priority users them from damaging Rotom-H before it can move. Entry hazard setters such as Garchomp, Heatran, and Ferrothorn are able to continually (redundant) damage the foe over the course of the battle, which can help Rotom-H have an easier time KOing them. (space) Entry hazard removers such as Landorus-T, Rapid Spin Porygon2, and Skarmory are also good partners, as they let Rotom-H switch in freely multiple times. VoltTurn staples such as Landorus-T, Parting Shot Sableye, and Thundurus are able to keep up momentum by switching to keep the foe on their toes and maintain offensive pressure.

[STRATEGY COMMENTS]
Other Options
=============

Toxic can be run to wear down bulkier foes. Sleep Talk can be run to let Rotom-H absorb almost every status ailment, allowing it to counter all Grass-types, including Spore users. Magma Storm could be run alongside Toxic to trap foes on stall teams and wear them down quickly; however, this is better used by Heatran because Rotom-H doesn't learn Taunt, so it cannot prevent them from healing. A RestTalk set could be used, but counting on Sleep Talk is not reliable. Choice Specs can also be used, as it allows Rotom-H to hit incredibly hard.

Checks and Counters
===================

**Fast Water-types**: Fast Water-types such as Choice Scarf Keldeo, Starmie, and Water Shuriken Azumarill are able to outspeed and heavily damage, if not OHKO, Rotom-H.

**Rock-types**: Rock-types such as Terrakion, Aerodactyl, and Tyranitar give Rotom-H a lot of trouble, (AC) as they resist Fire-type STAB and are able to hit back with super effective STAB moves.

**Wallbreakers**: Wallbreakers such as Ursaring, Mega Lopunny, Adaptability Porygon Z, Mold Breaker Excadrill, Mega Gyarados, and Earth Power Kyurem-B can give Rotom-H problems by just overpowering it.

**Bulky Special Walls**: Bulky special walls such as Chansey, Porygon2, and Meloetta are able to heal off the damage and status ailments that it Rotom-H causes, and it is not able to inflict significant damage on them.
 
Last edited:

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top