Last updated: 2026-07-27

Related Pokemon
The Pokémon floats off the ground, making it immune to Ground-type moves, as well as the Spikes, Toxic Spikes, and Sticky Web statuses.
Season: M-4 (2026-07-27)
Moves
Item
Ability
Nature
AP Spreads
Scarf Pivot
Scarf Volt Switch pivot + Trick lock walls.
Fan Rotom
| HP | 127 | 2 | |
|---|---|---|---|
| Atk↓ | 76 | - | |
| Def | 127 | - | |
| SpA | 157 | 32 | |
| SpD | 127 | - | |
| Spe↑ | 151 | 32 |
Choice Scarf raises Speed, and from above, Volt SwitchSpin Rotom (Mow Rotom) build that uses this to create favorable boards. Not only attacks as an attacker, but also Forces its item on opponents via Trick to restrict status movesDisruption tactics are also built in.
Enters as the lead or after a faint, with STAB Air Slash or Thunderbolt pressures opponents as its role. Switches between attacking and pivot moves to match opponents, and Against bulky Pokémon, swaps items via Trick to aim for shutdown — core gameplay.
Sash Dual Screens
Sash safety to set both screens for back row.
Rotom
| HP | 127 | 2 | |
|---|---|---|---|
| Atk↓ | 63 | - | |
| Def | 97 | - | |
| SpA | 147 | 32 | |
| SpD | 97 | - | |
| Spe↑ | 157 | 32 |
Specializes EVs in Sp. Atk and Speed,
Focus Sash uses as a shield, Reflect or Light ScreenRotom setup build that deploys this.Volt Switch can also be used, so Arranges a favorable board, then passes to backup — its composition.
Enters as the lead and against slower opponents, Reflect or Light Screen uses hazards like these as the main role. Surviving one opponent attack and Volt Switch, Safely deploys ally aces — its role.
Scarf Trick Pivot
Choice Scarf for Speed, Trick to swap, Volt Switch to pivot.
Heat Rotom
| HP | 127 | 2 | |
|---|---|---|---|
| Atk↓ | 76 | - | |
| Def | 127 | - | |
| SpA | 157 | 32 | |
| SpD | 127 | - | |
| Spe↑ | 151 | 32 |
Heat Rotom carries Choice Scarf to boost Speed, a surprise/cycle Pokémon attacking and pivoting with Volt Switch from above. Vs. defensive opponents, Trick dumps Scarf to lock them into status moves.
Strong added-effect moves and subweapons are options
Scarf Rotom can swap moves like Discharge (paralysis chance), Shadow Ball, or Dark Pulse for broader coverage.
From lead or revenge slot, it pressures with high-power attacks or makes favorable matchups with Volt Switch as a cycle role.Against opposing walls, Trick dumps Scarf to support team aces' setup — also strong.
Dragon-type Pokémon
Heat Rotom both Electric and Fire main weapons are halved by Dragon types, making it weak. Dragons also often carry high-power attacks, so a bad matchup risks collapse.
Status Spreader Power Cushion
Sitrus Berry bulk + Will-O-Wisp + Thunder Wave — cushion.
Heat Rotom
| HP | 157 | 32 | |
|---|---|---|---|
| Atk↓ | 76 | - | |
| Def | 127 | - | |
| SpA↑ | 172 | 32 | |
| SpD | 129 | 2 | |
| Spe | 106 | - |
Leveraging Sitrus Berry recovery to trade face-to-face, a heavy-hitting special attacker + support build with status moves. Will-O-Wisp/Thunder Wave restrict opponents and shape favorable boards.
Adapt Electric move per team
Electric moves have many options, Volt Switch for cycle teamsand similar — match to your team.
Switched in vs. opposing attackers behind favorable resistances, a role of spreading status to pressure the opposing cycle. Slowing/weakening opponents makes wins easier and creates setup chances for aces.
Dragon-type Pokémon
Heat Rotom its main Electric and Fire moves are both halved by Dragons — weak to them. Plus Dragons often carry high-power attacks, so a bad matchup risks collapse.
Cushion
HP/Def to tank physical hits, Will-O-Wisp supports later teammates.
Wash Rotom
| HP | 157 | 32 | |
|---|---|---|---|
| Atk↓ | 76 | - | |
| Def↑ | 174 | 32 | |
| SpA | 126 | 1 | |
| SpD | 128 | 1 | |
| Spe | 106 | - |
Leveraging excellent typing and ability, a pivot/cycle build that absorbs physical attacks. It burns opponents to sap power and uses pivot moves to deploy allies safely.
Adapt Thunderbolt per team
Rotom's Thunderbolt is freely changeable. Discharge with high paralysis, Foul Play for coverage, or Thunder Wave / Light Screen for full support are options.
Tanks physical attacker hits while spreading status, a role of maintaining favorable matchups. By returning via pivot moves, it creates safe entry for team aces.
Weak to high-power Dragon types
Cushion Rotom plays around slow Volt Switch, so taking strong attacks from above and losing big HP leads to cycle losses. Especially Hydreigon and Mega Charizard X halve Volt Switch and chunk it with Draco Meteor or Outrage.
Mold Breaker Excadrill is a hard counter
Excadrill is immune to Volt Switch, and with Mold Breaker hits its weakness with Ground.It's a clear counter — time Volt Switch carefully if Excadrill is on the opposing team.
Example Threats
Scarf Pivot
Choice Scarf Speed + Trick/Volt Switch pivoting.
Wash Rotom
| HP | 151 | 26 | |
|---|---|---|---|
| Atk↓ | 76 | - | |
| Def | 127 | - | |
| SpA↑ | 156 | 17 | |
| SpD | 127 | - | |
| Spe | 129 | 23 |
Choice Scarf boosts Speed for first-strike pivoting/disruption, with bulk/power EVs for cycle wars — Wash Rotom.Stealth RockCombined with Stealth Rock users, cycles can be played favorably.
EV Allocation Intent
Wash Rotom has good typing and high pivot performance, so some bulk eases play. After minimum Sp.Atk/Spe, maximize HP.
From lead or favorable matchup, Volt Switch to chip and pivot to favored allies, controlling board. Vs. tough walls, Trick passes item, disable opponents while self acts as attacker — also.
Weak to high-power Dragon types
Wash Rotom's moves are double-halved by Dragons. Many Dragons have high power, overwhelming it — be careful. Also, Electric-immune and Mold BreakerMold Breaker Excadrill hitting its weakness is also a threat.
Example Threats
CS Scarf
Scarf for Speed + Trick/Volt Switch pivoting.
Mow Rotom
| HP | 127 | 2 | |
|---|---|---|---|
| Atk↓ | 76 | - | |
| Def | 127 | - | |
| SpA↑ | 172 | 32 | |
| SpD | 127 | - | |
| Spe | 138 | 32 |
Max Sp.Atk/Spe with Choice Scarf — Mow Rotom special attacker. Volt Switch from high Speed shapes favorable boards, force Choice item on opponent to restrict moves.
Strong-effect moves and subweapons are candidates
Swap candidates include Discharge (paralysis), Shadow Ball, Dark Pulse for broader coverage.
With Speed boost, attacks high-power specials from above or pivots to teammates in cycle. Vs. high-bulk or status-main opponents, pass own item to lock moves and disable — specialty.
Bulky Dragon Pokémon
Mow Rotom's main weapons are both halved by Dragon. Plus Dragons often carry Outrage/Draco Meteor — bad matchup risks collapse.
Example Threats
Bulky Will-O-Wisp Build for Doubles
A build for Double Battles that invests EVs in HP, Def, and Sp.Def and supports allies with Will-O-Wisp
Wash Rotom
| HP | 157 | 32 | |
|---|---|---|---|
| Atk↓ | 76 | - | |
| Def↑ | 155 | 14 | |
| SpA | 125 | - | |
| SpD | 145 | 18 | |
| Spe | 108 | 2 |
With HP and dual-defense EVs,
Leftoversand leveraging its recovery, a bulky build with enhanced staying power Wash Rotom. Natureずぶとい and Will-O-Wisp takes physical attacks, and the ability Levitate uses its excellent resistances as a shield to build a favorable board.
EV Allocation Intent
Allocate EVs to HP, Def, and Sp.Def. The ability Levitate makes Grass its only effective weakness, so investing in bulk makes it hard to KO in one hit.
Volt Switch or Electroweb also recommended
Volt Switch or Electroweb are also recommended. Using Volt Switch against a faster opponent lets you switch out without taking damage on the incoming Pokémon. Electroweb lowers the Speed of both opposing Pokémon, making it a powerful move in Double Battles.
Sitrus Berry also recommended
Leftovers instead,
Sitrus Berry is also recommended. When holding Sitrus Berry, set HP to an even number, and Super Fang is activated when taking it too.
Will-O-Wisp to make the opponent Burn and lower its Attack, a support role that creates openings for allies to act safely. Attacks aimed at it are Protect blocked,
Leftovers buying recovery turns, and leveraging its few weaknesses and STAB-move chip damage to play tenaciously is possible.
Grass-type Pokémon
It struggles against Grass-type Pokémon. Grass-type moves hit its weakness, and both its Water and Electric moves are halved against them. When facing a threatening Pokémon, Protect or switching to avoid taking the move, then counterattack with an ally's move.
Example Threats
Doubles Scarf Blizzard
Scarf Speed + Blizzard spread in Doubles.
Frost Rotom
| HP | 127 | 2 | |
|---|---|---|---|
| Atk↓ | 76 | - | |
| Def | 127 | - | |
| SpA↑ | 172 | 32 | |
| SpD | 127 | - | |
| Spe | 138 | 32 |
Invests EVs in Sp. Atk and Speed,
Choice Scarf by holding Special attacker build that can act before most Pokémon Frost Rotom build. With the Ability Levitate nullifies Ground moves while pressing STAB attacking moves from favorable matchups.
From high Speed, Launches Blizzard or Electroweb that attack the entire opposing team, chipping and manipulating Speed — its role.
Choice Scarf locks moves as a drawback, but in unfavorable matchups, with the priority Volt Switch allows safely switching to allies — a flexible playstyle.
Type
Category
Target
Properties
47 / 47
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. |
| Hyper Voice | Normal | Spec | 90 | 100 | 12 | Sound | All Foes | An ordinary attacking move. |
| Uproar | Normal | Spec | 90 | 100 | 12 | Sound | Random Foe | The user gains the Uproar status. |
| Round | Normal | Spec | 60 | 100 | 16 | Sound | 1 Foe | If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled. |
| Snore | Normal | Spec | 50 | 100 | 16 | Sound | 1 Foe | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. |
| Helping Hand | Normal | Stat | - | - | 20 | Ally | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| Pain Split | Normal | Stat | - | - | 20 | 1 Foe | The user adds its remaining HP to the target’s remaining HP, then splits the total in half for them to share. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Protect | Normal | Stat | - | - | 8 | Self | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Substitute | Normal | Stat | - | - | 12 | Self | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. | |
| Double Team | Normal | Stat | - | - | 16 | Self | Boosts the user’s evasiveness by 1 stage. | |
| Will-O-Wisp | Fire | Stat | - | 85 | 16 | 1 Foe | Burns the target. | |
| Sunny Day | Fire | Stat | - | - | 8 | Whole Field | Summons harsh sunlight for 5 turns. | |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Summons rain for 5 turns. | |
| Thunder | Electric | Spec | 110 | 70 | 12 | 1 Foe | Has a 30% chance of paralyzing the target. This move never misses in rain. Its accuracy is 50% in harsh sunlight. It can hit a target that has the Sky-High status. | |
| Thunderbolt | Electric | Spec | 90 | 100 | 16 | 1 Foe | Has a 10% chance of paralyzing the target. | |
| Discharge | Electric | Spec | 80 | 100 | 16 | All | Has a 30% chance of paralyzing targets. | |
| Rising Voltage | Electric | Spec | 70 | 100 | 20 | 1 Foe | This move’s power is doubled if the target is under the effect of Electric Terrain. | |
| Volt Switch | Electric | Spec | 70 | 100 | 20 | 1 Foe | After attacking, the user switches out of battle to be replaced by another party Pokémon. | |
| Electroweb | Electric | Spec | 55 | 95 | 16 | All Foes | Lowers targets’ Speed stats by 1 stage. | |
| Charge Beam | Electric | Spec | 50 | 90 | 12 | 1 Foe | Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage. | |
| Electro Ball | Electric | Spec | - | 100 | 12 | Ball | 1 Foe | The higher the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 40 and 150). |
| Electric Terrain | Electric | Stat | - | - | 12 | Whole Field | Turns the entire field into Electric Terrain for 5 turns. | |
| Eerie Impulse | Electric | Stat | - | 100 | 16 | 1 Foe | Lowers the target’s Sp. Atk stat by 2 stages. | |
| Charge | Electric | Stat | - | - | 20 | Self | Boosts the user’s Sp. Def stat by 1 stage. The user gains the Electric Boost status. | |
| Thunder Wave | Electric | Stat | - | 90 | 20 | 1 Foe | Paralyzes the target. | |
| Stored Power | Psychic | Spec | 20 | 100 | 12 | 1 Foe | This move’s power is increased by 20 for each stage that the user’s stats have been boosted. | |
| Trick | Psychic | Stat | - | 100 | 12 | 1 Foe | The user and the target swap their held items. | |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full. | |
| Reflect | Psychic | Stat | - | - | 20 | Ally Side | Gives the user’s side the Reflect status for 5 turns. | |
| Light Screen | Psychic | Stat | - | - | 20 | All Allies | Gives the user’s side the Light Screen status for 5 turns. | |
| Poltergeist | Ghost | Phys | 110 | 90 | 8 | 1 Foe | This move fails if the target isn’t holding an item. | |
| Shadow Ball | Ghost | Spec | 80 | 100 | 16 | Ball | 1 Foe | Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Hex | Ghost | Spec | 65 | 100 | 12 | 1 Foe | This move’s power is doubled if the target has a status condition. | |
| Night Shade | Ghost | Spec | - | 100 | 16 | 1 Foe | Deals 50 HP of damage. | |
| Spite | Ghost | Stat | - | 100 | 12 | 1 Foe | Removes 4 PP from the move last used by the target. | |
| Confuse Ray | Ghost | Stat | - | 100 | 12 | 1 Foe | Confuses the target. | |
| Foul Play | Dark | Phys | 95 | 100 | 16 | Contact | 1 Foe | The damage dealt by this move is calculated using the target’s Attack stat instead of the user’s Attack stat. |
| Thief | Dark | Phys | 60 | 100 | 20 | Contact | 1 Foe | If the user is not already holding an item, it steals the target’s held item. |
| Dark Pulse | Dark | Spec | 80 | 100 | 16 | Pulse | 1 Foe | Has a 20% chance of making the target flinch. |
| Nasty Plot | Dark | Stat | - | - | 20 | Self | Boosts the user’s Sp. Atk stat by 2 stages. | |
| Overheat | Fire | Spec | 130 | 90 | 8 | 1 Foe | Lowers the user’s Sp. Atk stat by 2 stages. | |
| Hydro Pump | Water | Spec | 110 | 80 | 8 | 1 Foe | An ordinary attacking move. | |
| Blizzard | Ice | Spec | 110 | 70 | 8 | Wind | All Foes | Has a 10% chance of freezing targets. This move never misses in snow. |
| Air Slash | Flying | Spec | 75 | 95 | 16 | Cut | 1 Foe | Has a 30% chance of making the target flinch. |
| Leaf Storm | Grass | Spec | 130 | 90 | 8 | 1 Foe | Lowers the user’s Sp. Atk stat by 2 stages. |