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Rotom-Wash

In-battle formes

HP:50
Attack:65
Defense:107
Sp. Atk:105
Sp. Def:107
Speed:86
Min (-ve nature, 0 IVs)159
Default208
Max Neutral271
Max Positive298
Max Neutral (+1)406
Max Positive (+1)447
Max Neutral (+2)542
Max Positive (+2)596
Uber
Defensive Pivot208

Strategies

Written by Fc

Overview

Rotom-W uses Levitate and its solid typing to be a nice defensive answer to strong Pokemon like Groudon and Necrozma-DM. Its main draw over other physically defensive Pokemon, like Giratina, is Volt Switch; this makes it far less passive and enables wallbreaking teammates, as it pivots on walls like Eternatus and Ferrothorn, which resist its STAB moves. Its typing is important for its Ice resistance, as not many Pokemon outside of Necrozma-DM can stand up to Icicle Crash and Triple Axel from Galarian Darmanitan and Weavile, and unlike Necrozma-DM, Rotom-W can take Ho-Oh's Sacred Fire with ease. Rotom-W has low overall bulk and below average attacking stats, though, making it fairly exploitable for any Pokemon its typing and ability don't allow it to counter.

Defensive Pivot

Move 1
  • Volt Switch
    User switches out after damaging the target.
    TypeElectric
    CategorySpecial
    Power70 BP
    Accuracy100%
Move 2
Move 3
Move 4
  • Hydro Pump
    No additional effect.
    TypeWater
    CategorySpecial
    Power110 BP
    Accuracy80%
  • Defog
    -1 evasion; ends user and target hazards/terrain.
    TypeFlying

Rotom-W uses Volt Switch and Will-O-Wisp to damage walls like Eternatus and Ferrothorn over time. These moves are the main draws of the set and are crucial for Rotom-W as a wall to make up for its lack of offensive stats. Pain Split is necessary for recovery and is a great help in the Ubers tier, where many Pokemon like Eternatus have very high natural HP stats, letting it reliably heal off most damage. Forcing Eternatus to recover off the resulting chip damage is important for momentum, allowing in partners that can exploit a free turn off a Volt Switch like Weavile to come in. Hydro Pump is helpful for dealing with Zygarde trying to set up Substitute before becoming Zygarde-C, as well as chipping Groudon, which takes no damage from burn over time if holding Leftovers. Alternatively, Defog can reliably clear entry hazards against the tier's best Stealth Rock setters, Necrozma-DM and Groudon, allowing for Stealth Rock-weak Pokemon like Galarian Darmanitan and Rayquaza to shine as partners. However, it makes Rotom-W even more passive.

One of Rotom-W's biggest weaknesses is status, with Toxic on Groudon or Necrozma-DM limiting how much it can pivot. It is important to pair Rotom-W with a cleric, such as Calyrex-S, Xerneas, or Blissey, to alleviate this weakness. Xerneas in particular is a good pivot into Dragon-types like Zygarde, and it adds a great Knock Off switch-in so Rotom-W can keep its Leftovers. Baiting in Ferrothorn and Eternatus and using Volt Switch is a fantastic way to get in strong wallbreakers like Galarian Darmanitan and Choice Specs Calyrex-S, which can take advantage of these Pokemon. Kyogre is another strong partner, as it appreciates the chip damage Rotom-W deals to its checks, which lets break through them with Choice Specs- or Calm Mind-boosted attacks more easily.

Other Options

Rotom-W can run Trick with a Choice Scarf to remove the threat of walls like Eternatus and Ferrothorn. Trick would most often be used instead of Hydro Pump, which leaves Rotom-W unable to touch a Zygarde behind Substitute and makes chipping Groudon difficult.

Checks and Counters

Eternatus: Eternatus walls both STAB moves from Rotom-W and is able to recover off burn damage, but it can be used as bait for Volt Switch to bring in another offensive threat.

Ferrothorn: Ferrothorn can use Rotom-W to set up entry hazards, as it has no reliable way to damage Ferrothorn. Long-term damage from Will-O-Wisp and Volt Switch can add up, though.

Passive Damage: While immune to Spikes, Rotom-W is heavily hindered if Stealth Rock stays up or if it gets poisoned.

Knock Off: Pokemon that Rotom-W can normally check like Necrozma-DM can carry Knock Off to limit it heavily, since landing it makes Rotom-W rely solely on Pain Split for recovery. Rotom-W doesn't get to use its Ice resistance as much as desired against Weavile, since it fears Knock Off.

Zygarde-C: Zygarde-C rarely has its Substitute broken by Hydro Pump from Rotom-W, even with minimal HP investment, allowing it to set up freely most of the time. Thousand Arrows also negates Levitate, Rotom-W's only way of checking most Ground-types. Zygarde can freely set up on Rotom-W lacking Hydro Pump even before transformation.

Giratina: Giratina ignores everything Rotom-W tries to do, healing off status with Rest and taking almost no damage from Volt Switch thanks to Leftovers.

Powerful Wallbreakers: Rotom-W's ability to check Pokemon comes mainly from its typing and ability, meaning strong Pokemon that can break past its average bulk are very threatening. Calyrex-S, Choice item Kyogre, Zekrom, and Xerneas can all take advantage of it to force progress by wallbreaking.

Credits

Moves

 
Power
Accuracy
PP
15
The user swaps positions with its ally.
 
Power
30
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
PP
20
+1 SpD, user's Electric move next turn 2x power.
 
Power
50
Accuracy
90%
PP
10
70% chance to raise the user's Sp. Atk by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
10
Confuses the target.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
Accuracy
PP
15
-1 evasion; ends user and target hazards/terrain.
 
Power
40
Accuracy
PP
15
This move does not check accuracy. Hits foes.
 
Power
80
Accuracy
100%
PP
15
30% chance to paralyze adjacent Pokemon.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
100%
PP
15
User gains 1/2 HP inflicted. Sleeping target only.
 
Power
Accuracy
100%
PP
15
Lowers the target's Sp. Atk by 2.
 
Power
Accuracy
PP
10
5 turns. Grounded: +Electric power, can't sleep.
 
Power
Accuracy
100%
PP
10
More power the faster the user is than the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
95
Accuracy
100%
PP
15
Uses target's Attack stat in damage calculation.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target has a status ailment.
 
Power
110
Accuracy
80%
PP
5
No additional effect.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk by 2.
 
Power
Accuracy
PP
20
Shares HP of user and target equally.
 
Power
110
Accuracy
90%
PP
5
Fails if the target has no held item.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
70
Accuracy
100%
PP
20
2x power if target is grounded in Electric Terrain.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
100%
PP
10
Lowers the PP of the target's last move by 4.
 
Power
20
Accuracy
100%
PP
10
+ 20 power for each of the user's stat boosts.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
70
Accuracy
100%
PP
5
Usually goes first. Fails if target is not attacking.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
110
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
90
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
40
Accuracy
100%
PP
30
10% chance to paralyze the target.
 
Power
Accuracy
90%
PP
20
Paralyzes the target.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
100%
PP
10
User switches its held item with the target's.
 
Power
90
Accuracy
100%
PP
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
Accuracy
85%
PP
15
Burns the target.
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