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Thread: Community POTW #24 - Special #1

  1. #1
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    Default Community POTW #24 - Special #1

    Reno's busy writing the last one so here's the next one

    This one is the first of several specials we intend to have to help us fill in all the viable Pokémon within the 210 week period brought by Gen V. These are weeks where we'll have numerous Pokémon within it. Examples are Eeveelution Week, rubbish Bug Week, Generic Bird Week and so forth. To start this off, we're having Rotom Week



    This week we'll be doing each of Rotom's forms, one per day for 6 days. Previously, all the forms could be lumped together, but now in Gen V, they have varying types, they require differences in the way they are played.

    http://www.serebii.net/pokedex-bw/479.shtml

    Go nuts and please note which form you are making a set for.

  2. #2
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    Oh WOW. This looks BIG. Ah... Ok, first things first. Normal Rotom (Rotom-N) still has the Ghost typing, but Rotom-A (the alternate forms) has lost their Ghost typing and changed into the typing of their special move. For example, Rotom-C; the cute lawn mower was previously Electric-Ghost, but now it's Electric-Grass. You can guess the rest from here on.

    Ability:

    Levitate
    The only ability it can have, but it's an awesome ability for Rotom-H, the oven Rotom, as it has a 4X weakness to Ground. Having a Spikes and Ground immunity is really nice, although it's actually wasted on Rotom-S (Electric-Flying). The rest of the forms appreciate Ground and Spikes immunity.

    Movesets:


    Rain Dance Special Attacker / Defender

    -Thunder
    -Hydro Pump
    -Hidden Power Ice / Rest
    -Charge Beam / Substitute / Sleep Talk
    Item Attached: Life Orb / Leftovers
    Ability: Levitate
    EVs and Nature: 252 SAtk / 4 Def / 252 Spd
    Modest Nature (+SAtk,-Atk)

    The original Rotom set that Rotom-W had over the other forms, which only got better with Rotom-W's conversion from the Ghost type to the Water type.
    Thunder and Hydro Pump goes without saying, doing huge damage to those who don't resist it.
    Hidden Power [Ice] deals with Dragons and other stuff. However, if you're using this thing defensively, then Rest-Talk can work, but the new sleep mechanics will make Rest-Talking terrible. Alternatively, you can run Charge Beam to boost up, or Substitute to block status and whatnot.

    Life Orb is... zzz... Leftovers are there for defensive forms of this set.

    Partners:
    Heatran is a good partner, as it can switch into Grass-moves aimed at Rotom-W. Rotom-W, in turn, can bait Ground-moves aimed at Heatran can essentially switch-in for free.

    Other Options:

    Choice items are nice. Have the 3 Attacks-Trick approach, or just all four moves as attacks.
    Defensive Rotom-A can still work, abusing their unique resistances for the team.

    Countering Rotom-W

    Chansey springs up as the #1 counter for the washing machine. It sponges up all of its attacks, but it can't do much back if Rotom-W already has a Substitute up.
    Otherwise, focus on being faster than it. Shaymin can outspeed Rotom-W without a Choice Scarf and OHKO with Seed Flare.
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  3. #3
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    Rotom @Flame Orb
    Levitate
    Timid
    252 Sp Atk, 252 Spd, 4 Hp
    -Trick
    -Hex
    -Thunderbolt
    -Hidden Power (Fighting)
    Trick allows you to swap your Flame Orb for whatever their item is. Then causing them to be burned so you can STAB Hex them. Thunderbolt then offers you a reliable STAB attack while HP Fighting gives you some type coverage

    Rotom-C @Choice Scarf
    Levitate
    Modest or Calm
    252 Sp Atk, 252 Spd, 4 Sp Def
    -Leaf Storm
    -Thunderbolt
    -Shadow Ball
    -Hidden Power (Ice or Water)
    Choice Scarf allows you to hit fast and then you would change out to get a different attack. Leaf Storm is powerful and it becomes combinded with STAB, as does Thunderbolt. Shadow Ball and Hidden Power just offer you coverage.

    Rotom-H @Leftovers
    Levitate
    Calm
    128 Def, 252 Sp Atk, 128 Sp Def
    -Overheat
    -Thunderbolt
    -Pain Split
    -Will-o-wisp
    Overheat is powerful and it gets STAB also like Thunderbolt. Pain Split adds to its stalling capabilities while Will-o-wisp reduces pyhsical forces to nothing.

    Rotom-F @ Life Orb
    Levitate
    Modest
    252 Sp Atk, 128 Spd, 128 Sp Def
    -Blizzard
    -Hex
    -Pain Split
    -Discharge
    Blizzard and Discharge get STAB and Discharge also has a chance of Paralysis which therefore boost Hex's ability. Then Pain Split offers you healing

    Rotom-W @ Life Orb
    Levitate
    Modest
    128 Spd, 252 Sp Atk, 128 Hp
    - Hydro Pump
    - Thunderbolt
    - Hex
    - Will-o-wisp
    Hydro pump and Thunderbolt get STAB, Hex gets boosted by Will-o-wisp. And that's about it.

    Rotom-S @ Leftovers
    Levitate
    Modest or Timid
    128 Def, 252 SAtk, 128 Spd
    - Air Slash
    - Discharge
    - Hex
    - Pain Split
    Im getting pretty bored of explaining these now.

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    Countering Rotom (Any)
    -The problem with fighting a Levitate Ability is that it interferes with your Ground Moves. That means any Mold Breakers will love using EQ at will (unless they face Spin Rotom). Haxorus is great for both KOing Rotom and baiting Frost Rotom into using Blizzard while you switch to a bulky Pressure Ability Pokemon like Dusknoir or Spiritomb.
    -Heat, Frost, and Spin Rotom take greater damage from Stealth Rock. Levitate does nothing to help with this.
    -Guts and Quick Feet Pokemon will love Rotom that rely on Hex because their Abilities are activated by what boosts Hex. Magic Guard Pokemon will ignore passive damage from Burns. Magic Bounce Pokemon will send Will-o-Wisp right back.
    -Faster Pokemon are in very good supply. Having the Rock + Ground Move Type combo on a faster Mold Breaker will void the warranty on Rotom.

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    Technically I will pick Fire since I like Fire Types.And I like red.But there's like on fire move that hits is Overheat.So just going to be plain old Rotom
    Anyway let's just with the stuff.

    Overview
    Levitate:Works awesome with Heat Rotom.It will do double super effective on Heat Rotom.Not hit by Spikes and no Arena Trap makes you sweep.Will help every Rotom except Fan Rotom.



    Substitute-Fire
    Rotom @ Leftovers
    Trait:Levitate
    Modest Nature (+Special Attack, -Attack)
    EVs:252 HP / 63 Defense / 126 Special Attack / 63 Special Defense / 4 Speed
    -Substitute
    -Will-o-wisp/Volt Switch
    -Hex/Shadow Ball
    -Thunderbolt/Volt Switch

    Levitate supports Substitute alot.Substitute makes a sub to defend but costs HP but Leftovers.If they try to break the substitute with Earthquake it won't work.Any status moves will not work which makes Rotom dangerous.Will-o-wisp will do damage on the opponent while you have substitute.Volt Switch is used for merge emergencies.Hex will do double damage with Will-o-wisp.Shadow Ball will do some decent damage.Thunderbolt is nice and it can also paralyze the opponent but it's merely a waste.


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  6. #6
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    Rotom-Fan

    Para-Fusion-Flinch
    -Thunder Wave
    -Confuse Ray
    -Substitute
    -Air Slash
    Item Attached: Leftovers
    Ability: Levitate
    EV's and Nature
    EV's: 252 HP/124 Def/64 Sp.Atk/132 Sp.Def
    Timid Nature (+Spd, -Atk)/Bold Nature (+Def, -Atk)/Calm Nature (+Sp.Def, Atk)

    Rotom-Wash

    Lead
    -Volt Change
    -Hydro Pump
    -Trick
    -Thunderbolt/Hidden Power (Ice/Fire)
    Item Attached: Choice Scarf
    Ability: Levitate
    EV's and Nature
    EV's: 4 HP/252 Sp.Atk/252 Spd
    Timid Nature (+Spd, -Atk)

    Rotom-Cut

    Sub + 3 Attacks
    -Substitute
    -Thunderbolt
    -Leaf Storm
    -Hidden Power (Ice/Fire/Rock)
    Item Attached: Leftovers
    Ability: Levitate
    EV's and Nature
    EV's: 4 HP/252 Sp.Atk/252 Spd
    Timid Nature (+Spd, -Atk)

    Rotom-Heat

    Tough Oven
    -Thunderbolt
    -Overheat
    -Hidden Power (Fighting)
    -Will-o-Wisp
    Item Attached: Leftovers
    Ability: Levitate
    EV's and Nature
    EV's: 252 HP/168 Def/88 Spd
    Bold Nature (+Def, -Atk)


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  7. #7
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    Heat Rotom: this ismy favorite rotom, because of levitate. Levitate allows you to escape a 4x ground weakness. It may not last, with smack down but it is still amazing. With rotom's Heat STAB you to hit grass and water for super effective damage, along with a bunch of other stuff like the ever useful steel.
    Come back here!
    -overheat
    -volt switch
    - signal beam/dark pulse/thunder/thunderbolt/shadow ball
    -pain split
    Rotom is sort of weird. It has wonderful defense but awful HP. It sp atk is okay, but not great. I mean it's usable, but not... Through the roof like... Volcarona for example. The 2x stealth rock weakness is really annoying as well. Well back to the set. Overheat is overheat it decimates basically everything, noticeably ferrothorn, the new wall. Volt switch is for running away with low sp atk. I mean, you can still fight with two stages down, but it won't be much. Third move: wEll this is sort of not essential to the set, it could be replaced with any move you want. Sinalcbeam is an alternate grass hitter, and gets psychics and ghosts. Dark pulse and shadow ball hit ghosts and psychs. If you need electric go thunderbolt, unless you are a rain team. Last but not least, pain split. pain split is fun and rotom NEEDS it to heal its tiny HP. hit something once, pain split and heal. it really works
    EVs: really just run 252 special attack, if you don't do that your rotom just wont be as good. 252 HP is the next step, HP speed is to low to try for. the last 4 can be put in special defense, su.rf and scald are so common.
    Item: Leftovers/Life orb. Leftovers makes him really hard to take down, but you already have pain split. Life orb is a good attack boost, but costs HP. Take your pick.
    PArtners: Rotom has two weaknesses. Rocks and steels. He would probably blend best on a sun team, having a backup spamming solarbeam.
    Countering: Well, anything with stone edge is fine, or just some stealth rocks are good. Also just a good water type works, but watch out for volt switch. If I had to select one pokemon to use it would be kabutops, for the waterfall and volt switch resistance.

  8. #8
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    Rotom

    Anti-Lead / Spinblocker
    - Trick
    - Volt Switch
    - Shadow Ball
    - Will-O-Wisp / Hidden Power Fire / Snatch
    Item: Choice Scarf
    Ability: Levitate
    EVs and Nature
    252 SpA / 252 Spe
    Timid

    Yeah.. just made it up, I don't think it's too good but I don't know. Rotom's Ghost typing prevents Rapid Spin, so you can set up your hazards and bring in your Rotom to prevent that Spin from Spinners like Donphan and Blastoise.
    Trick cripples the bulkier leads like Uxie and Donphan.
    Volt Switch can scout out for a appropriate counter.
    Shadow Ball is STAB.
    Will-O-Wisp cripples physical hitters, and HP Fire hurts Ferrothorn leads.
    Snatch steals their Stealth Rocks, and then they can't spin it away the next turn.

    Electro Ball
    - Electro Ball
    - Thunder Wave
    - Hidden Power Ice
    - Substitute / Volt Switch
    Item: Leftovers
    Ability: Levitate
    Evs and Nature:
    252 SpA / 252 Spe / 4 HP
    Timid

    Since Rotom-Regular is faster than all the other forms, Electro Ball works nicely. Cripple your opponent with Thunder Wave, reducing their speed by 75%. Depending on your opponent's speed, this makes your Electro Ball is 150 Base Power + STAB. HP Ice hits Grounds. Substitute protects you from being paralyzes and Volt Switch is just.. Volt Switch. Switch and Scout.

    Rotom-Wash

    Rain Support
    - Thunder
    - Hydro Pump
    - Hidden Power Grass / Ice
    - Trick / Shadow Ball
    Item: Choice Scarf / Choice Specs / Life Orb
    Ability: Levitate
    Evs and Nature
    252 SpA / 252 Spe / 4 HP
    Modest / Timid

    With Rain in effect, throw off your STAB Thunders and boosted Hydro Pumps like there's no tomorrow. Hidden Power Grass deals with the Water/Grounds and HP Ice hits Grasses and the Dragons. Trick ruins Pokemon like Whimsicott, Blissey, and Ferrothorn.

    Status
    - Discharge
    - Will-o-Wisp
    - Toxic / Confuse Ray
    - Hex / Hydro Pump / Pain Split
    Item: Leftovers
    Ability: Levitate
    Evs and Nature:
    252 HP / 128 Def / 128 SpD
    Bold

    Rotom's unique typing and ability give it only one weaknesses, making it a very nice wall with 107 in each stat. Unforunately it's 50 base HP is a let down, but Rotom nonetheless is a great Poke.
    Spread around your statuses and cripple your team.
    Discharge is your main attacking move with a 30% paralyze chance.
    Will-O-Wisp cripples Pokemon like Garchomp, Haxorus, Scizor, and Excadrill.
    Toxic helps to stall with Pokemon like Blissey and Jellicent.
    Confuse Ray causes switches, so you can status the incoming opponent.
    Hex is doubled power, except it doesn't get any STAB unless you're regular form.
    Hydro Pump hits Grounds.
    Pain Split is Pain Split. Heal yourself, which is important in this set.

    Rotom-Frost

    Hail Support
    - Blizzard
    - Thunderbolt
    - Hidden Power Fire / Hidden Power Grass
    - Trick / Will-O-Wisp
    Item: Choice Specs / Choice Scarf / Life Orb
    Ability: Levitate
    Evs and Nature:
    252 SpA / 252 Spe / 4 HP
    Modest

    Your STAB Combo gets almost perfect coverage in Hail. HP Fire deals with Ferrothorn and Magnezone. HP Grass deals with Water/Grounds.
    Trick cripples Special walls and Will-O-Wisp cripples physical hitters.

    Rotom-Fan

    Extremely annoying
    - Air Slash
    - Thunder Wave
    - Confuse Ray
    - Hex / HP Fight / Pain Split
    Item: Leftovers
    Ability: Levitate
    EVs and Nature
    252 Spe / 252 HP|SpA
    Timid

    Parafusionflinch? Yes, yes. Air Slash's 30% flinch rate, Thunder Wave's 25% paralyze rate, and Confuse Ray's 50% confuse rate, making this fan a very annoying Pokemon. Hex helps. HP Fight gets near perfect coverage with Flying, only walled by Zapdos, Thundurus, opposing Rotom-Fan, and Emolga, if I believe. Pain Split is Pain Split. Heal. The EVs are simple. Speed is always important. HP gives you survivability in case they do get past the parafusionflinch, and SpA gives your Air Slash / other attack move more power.

    Rotom-Mow

    Choice
    - Leaf Storm
    - Thunderbolt
    - Shadow Ball / HP Ice
    - Shadow Ball / Trick
    Item: Choice Scarf / Choice Specs
    Ability: Levitate
    Evs and Nature:
    252 SpA / 252 Spe / 4 HP
    Modest / Timid

    Leaf Storm is STAB, and since you're choiced, you're going to have to switch anyway. Thunderbolt is STAB. Shadow Ball doesn't get STAB anymore but it's one of the only other attacks that all Rotom's get other than their signature move, T-bolt, and HP. Trick cripples, blah blah.

    Rotom-Heat

    Choice
    - Overheat
    - Thunderbolt
    - Shadow Ball / HP Ice / Grass
    - Shadow Ball / Trick
    Item: Choice Specs / Choice Scarf
    Ability: Levitate
    Evs and Nature:
    252 SpA / 252 Spe / 4 HP
    Modest / Timid

    Same deal with the lawn mower over there. Signature move, Thunderbolt, and an HP type. HP Grass deals with Water / Grounds which wall you completely. HP Ice hits Gliscor and Dragons. Shadow Ball is your only other attacking move. Trick cripples.
    Last edited by Pokeman Man; 12th June 2011 at 1:52 PM.
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  9. #9
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    Quote Originally Posted by asterat View Post
    Heat Rotom: this ismy favorite rotom, because of levitate. Levitate allows you to escape a 4x ground weakness. It may not last, with smack down but it is still amazing. With rotom's Heat STAB you to hit grass and water for super effective damage, along with a bunch of other stuff like the ever useful steel.
    Come back here!
    -overheat
    -volt switch
    - signal beam/dark pulse/thunder/thunderbolt/shadow ball
    -pain split
    Rotom is sort of weird. It has wonderful defense but awful HP. It sp atk is okay, but not great. I mean it's usable, but not... Through the roof like... Volcarona for example. The 2x stealth rock weakness is really annoying as well. Well back to the set. Overheat is overheat it decimates basically everything, noticeably ferrothorn, the new wall. Volt switch is for running away with low sp atk. I mean, you can still fight with two stages down, but it won't be much. Third move: wEll this is sort of not essential to the set, it could be replaced with any move you want. Sinalcbeam is an alternate grass hitter, and gets psychics and ghosts. Dark pulse and shadow ball hit ghosts and psychs. If you need electric go thunderbolt, unless you are a rain team. Last but not least, pain split. pain split is fun and rotom NEEDS it to heal its tiny HP. hit something once, pain split and heal. it really works
    EVs: really just run 252 special attack, if you don't do that your rotom just wont be as good. 252 HP is the next step, HP speed is to low to try for. the last 4 can be put in special defense, su.rf and scald are so common.
    Item: Leftovers/Life orb. Leftovers makes him really hard to take down, but you already have pain split. Life orb is a good attack boost, but costs HP. Take your pick.
    PArtners: Rotom has two weaknesses. Rocks and steels. He would probably blend best on a sun team, having a backup spamming solarbeam.
    Countering: Well, anything with stone edge is fine, or just some stealth rocks are good. Also just a good water type works, but watch out for volt switch. If I had to select one pokemon to use it would be kabutops, for the waterfall and volt switch resistance.

    What are you talking about?
    Fire on Water hits supereffectively? ._.
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  10. #10
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    Quote Originally Posted by Pokeman Man View Post
    What are you talking about?
    Fire on Water hits supereffectively? ._.
    They meant Electric on Water.

    I wish Rotom-s got something like Motor Drive instead of the wasted Levitate...
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  11. #11
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    Fan Rotom@Leftovers
    Timid nature
    252 Sp.Atk/252 Speed/4 HP
    ~Thunder Wave
    ~Air Slash
    ~Electro Ball
    ~Hex

    You've heard of FlinchHax. Now say hello to FlinchHex! This set takes advantage of the popular ParaFlinch strategy, though it's admittedly done better by the likes of Dunsparce and other stuff that has Serene Grace. But there's no reason Rotom can't try to pull this off. Fan Rotom is essential to this, as it can use Air Slash. A STAB flinch-inducing move. Hex is a nice STAB move that also takes advantage of a paralyzed foe. And Electro Ball also works nicely on a paralyzed foe. It does more damage the higher the user's Speed is than the opponent's, and a paralyzed foe is bound to take truckloads of damage from this move. And of course, the crown jewel of this set, Thunder Wave. Walled completely by Ground-types and stuff with Limber, but I never said it was perfect. Leftovers allow Rotom to slowly recover damage it takes while setting up, or if Air Slash fails to flinch.


    Rotom (any appliance form)@Leftovers
    Bold nature
    252 HP/252 Defense/4 Sp. Def
    ~Rest
    ~Sleep Talk
    ~Charge
    ~Dark Pulse

    A variant of a defensive set I enjoy using on Spiritomb and Gallade. Rest+Sleep Talk is obvious. Charge ups Special Defense, and as a bonus, can initially fool an opponent into thinking you're preparing to use an Electric attack. I picked Dark Pulse specifically because though it is resisted by some, nothing is immune to it. Not even Shedinja. Sleep Talk enables continued usage of Charge and Dark Pulse even while you sleep off taken damage. It is true that Charge doesn't increase the necessary offensive stat, unlike Spiritomb's Calm Mind or Gallade's Bulk Up, but it's better than nothing. Again, Leftovers are to aid in the recovery process.


    Rotom (any appliance form)@Leftovers
    Calm nature
    252 HP/252 Sp. Def/4 Sp. Atk
    ~Will-O-Wisp
    ~Hex
    ~Thunderbolt
    ~Hidden Power (Fighting)

    Another defensive Rotom set. This one relies on Will-O-Wisp crippling the physical attackers enough so that the EVs and nature can focus almost entirely on boosting Special Defense to the point where it needs no further help to be awesome. Hex works well with Will-O-Wisp, and with HP Fighting, provides perfect coverage. Thunderbolt provides STAB, no matter what form Rotom is in. And do I really need to explain Leftovers again?


    Normal Rotom@Life Orb
    Timid nature
    252 Sp. Atk/252 Speed/4 HP
    ~Thunderbolt
    ~Shadow Ball
    ~Signal Beam/Hidden Power (Fighting)
    ~Volt Switch

    Oh, finally, a set for Rotom's Normal Forme! This one does what Normal Rotom does best- hits hard and hits fast. Thunderbolt and Shadow Ball are for STAB, Signal Beam provides additional coverage, though HP Fighting provides perfect coverage with Shadow Ball. And Volt Switch in case you need to make a hasty retreat without worrying about Pursuit (which, might I add, Rotom is weak to in this form). Though it should be noted that it won't work to escape a Ground-type with Pursuit. Life Orb is so Rotom's attacks can be powered up, but still gives Rotom the freedom to switch moves.

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  12. #12
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    9000°F Oven (All-Out Attacker)

    -Thunderbolt
    -Overheat
    -Hidden Power [Ice] / [Grass]
    -Signal Beam / Shadow Ball
    Item Attached: Life Orb
    Ability: Levitate
    EVs and Nature: 252 SAtk / 12 Def / 244 Spd
    Timid Nature (+Spd, -Atk)

    With only two weaknesses that can be covered by proper team support, seven resistances, one immunity, and acceptable offensive capabilities, Rotom-H can pop in and out of the battle and wreak havoc.

    Thunderbolt is Rotom-H's main STAB attack, and generally hits many 'mons for lots of damage.
    Overheat is Rotom-H's most powerful attack, with 210 base power factoring in STAB, but it has the obvious side affect of lowering your Special Attack by two stages.
    Hidden Power [Ice] gets good coverage with Thunderbolt, hitting the dragons for lots of damage, as dragons resists your STAB moves. Hidden Power [Grass] deals with the Rock and Water types out to ruin your fun. Take your pick.
    The final move is a filler. Signal Beam annihilates Celebi (sorry, Joe), and gets some neutral coverage. Shadow Ball is slightly stronger, but also hits for neutral damage on alot of 'mons.

    Life Orb is... zzz...

    The EVs are there to out speed any base 85 'mons, hitting as hard as possible, and to provide just a little bit of physical bulk.

    Other Options

    Like all Rotom-A forms, Rotom-H can run a RestTalk set, but the new sleep mechanics make this unfavorable.
    Choice items are a great choice for Rotom-A, especially with the addition of Volt Switch to its movepool, and Rotom-H's conversion from Ghost to Fire powers up Overheat by a ton.
    The SubCharge set can work, although Overheat makes you lose all of your boosts. Also, since Rotom-A is no longer a Ghost-type, it can't set up on Chansey. If it's used, it's better left to Rotom-W.

    Countering Rotom-H

    Rotom-H's sheer power and semi-unpredictable nature makes countering this oven an extremely hard task. One wrong misprediction can cost you a teammate without proper resistances or special bulk. For this reason, Chansey springs up as the #1 choice of countering this thing, but she can't really do much back except Seismic Toss and Toxic away.
    As always, it's better to revenge kill it than trying to counter it. Pokemon with a base speed of 87 or higher with Mold Breaker can take it out with a strong Earthquake. Those without Mold Breaker, just launch a strong attack. The lack of recovery aside from Pain Split and Rest really hurts it's ability to tank hits. Repeated beatings can bring it down to a health to just knock it out.
    Last edited by PMSandStormSBBZ; 12th June 2011 at 2:05 PM. Reason: Forgot some stuff.
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  13. #13
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    Rotom-The Status Special
    Leftovers
    Timid +Spd/-Atk or Modest +SpAtk/-Atk
    252 Sp. Atk/252 Spd/4HP
    Hex
    Thunder Wave
    Electro Ball
    Confuse Ray/Toxic

    Rotom is a pretty fast Pokemon so Electro Ball should do a lot of damage plus half the speed with Thunder Wave. Hex is basically only there to take care of anything that's ground, so then you can use either Confuse Ray or Toxic to double its power. However, Confuse Ray might be better since Toxic doesn't work on Steels. ((I'm not so sure if Confuse works to double Hex or not... but oh well.))

    Frost-Freezer Burn
    Leftovers
    Timid +Spd/-Atk or Modest+Sp. Atk/-Atk
    252 sp. Atk/252 Spd/4 HP
    Telekinesis
    Blizzard
    Thunder
    Will-O-Wisp/Toxic
    Telekinesis makes all moves hit your opponent no matter what. So since Blizzard has an accuracy of 70 and it can't learn Hail, it's pretty useful. Then we can add Will-O-Wisp who goes up from 75 or Toxic which is as always deadly except to steel types. Thunder which not only is powerful and gets STAB but goes up from 70 without helping water-types, Swift Swimmers, etc.

    Heat-So Hot it Burns
    Flame Orb
    Timid+Spd/-Atk or Modest +Sp. Atk/-Atk
    252 Sp. Atk/252 Spd/4 HP
    Charge Beam
    Trick
    Overheat
    Hidden Power [Grass]/Hex

    Since Heat Rotom is a Fire type it can't be burnt so why not use Trick and give it a Flame Orb? That'll ruin Physical Sweepers. Then sadly, Overheat is a strong move with STAB now however, it lowers the Sp.Atk stat by 2 stages. Charge Beam is the move with the highest chance of raising its Sp. Atk but only by one stage. Now Hidden Power takes care of all those bulky waters and takes care of all of its weaknesses. Well, ones that get STAB at least. Or you could use Hex which doubles in power if the opponent is burned from the Flame Orb.

    Mow-What Can You Do?
    Leftovers
    Timid+Spd/-Atk or Modest +Sp. Atk/-Atk
    252 Sp. Atk/252 Spd/4 HP
    Charge Beam/Light Screen
    Leaf Storm
    Hidden Power [Rock]/Reflect
    Pain Split

    There isn't much you can do with Mow Rotom. Charge Beam and Leaf Storm just like the Heat Rotom. Hidden Power for weaknesses. Pain Split works well too since it has so many weaknesses. All else fails: Dual Screener

    Fan-The Fan Flincher/Dual Screener
    King's Rock
    Timid+Spd/-Atk or Modest +Sp. Atk/-Atk
    252 Sp. Atk/252 Spd/4 HP
    Hidden Power [Fighting]/Rest
    Light Screen/Dark Pulse
    Reflect/Snore
    Air Slash
    Air Slash is the weakest out of the 4 Special Moves Rotom can learn but it hits the most. Hidden Power takes care of all of its weaknesses that get STAB and steels. Might as well make it a dual screener since you can't really do anything else with it. There is always making it a flincher with Dark Pulse and Snore and Rest.

    Wash-Make it Rain
    Damp Rock/Leftovers
    Timid+Spd/-Atk or Modest +Sp. Atk/-Atk
    252 Sp. Atk/252 Spd/4 HP
    Rain Dance
    Hydro Pump
    Thunder
    Toxic/Hidden Power [Fire]

    Rain Dance increases Hydro Pump's power which already gets STAB so now it's practically deadly combined with Wash Rotom's high Sp. Atk. The rain also makes Thunder never miss. Then use Toxic to take care of bulky waters or Hidden Power to take care of Steel and Grass types.

    How to Counter.
    The simply combination of Smack Down along with Earthquake should do the trick. Especially for Heat, Fan, and Frost seeing as how they're weak against both moves.
    For Mow Rotom, probably the only one that's hard to kill is part Grass, meaning it has about four weaknesses. Toxic and Venoshock should do the trick.
    Wash Rotom can be easily beaten by Sunny Day and Solarbeam which also if used successfully decreases the power of Hydro Pump but this combo is also bad if Rotom uses Rain Dance. You'll be a sitting duck for two turns and it'll lose power so maybe just use Energy Ball or something.
    Last edited by Serpentine; 12th June 2011 at 3:05 PM. Reason: Had to add title and add a few more moves.

  14. #14
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    Shocking Apparition: Rotom
    Timid, 252 Spd / 252 SpAtk / 4 HP, Levitate, Choice Specs
    - Thunderbolt / Volt Switch
    - Shadow Ball / Hex
    - Thunder Wave / Will-O-Wisp
    - Trick

    Thunderbolt provides awesome coverage and STAB damage. Volt Switch is one of the many boosts Rotom got this generation, and it works great with Choice Specs. Shadow Ball is the typical way to use Rotom's ghost STAB, but the addition of Hex this generation gave it a stronger alternative to use against and opponent that you already hit with Thunder Wave or Will-O-Wisp. Shadow ball lets you get straight to damaging, Hex typically requires a set up to overpower its counterpart. Trick is used to drop the Choice Specs on a physical sweeper, ideally when they are buffing up.

    Cold Shock: Frost Rotom
    Timid, 252 Spd / 252 SpAtk / 4 HP, Levitate, Life Orb
    - Thunderbolt
    - Shadow Ball / Hex
    - Blizzard / HP [Ice]
    - Thunder Wave / Will-O-Wisp

    Thunderbolt is your main attack once again. Shadow Ball and Hex both lose their STAB benefits on this set, but still offer some nice coverage due to the overabundance of Psychic types everywhere. If you're using Frost Rotom, you're probably doing it because you want Blizzard. STAB attack with low accuracy... Frost Rotom should appear on hail teams if anything with this move. If you want to abuse your STAB and don't trust Blizzard's accuracy, HP [Ice] COULD work, but it's power is substantially lower. I don't advise it, but it could be argued. Thunder Wave and Will-O-Wisp are your usual status support moves.

    Red Plasma: Heat Rotom
    Timid, 252 Spd / 252 SpAtk / 4 HP, Levitate, Choice Specs
    - Thunderbolt / Volt Switch
    - Shadow Ball
    - Overheat
    - Trick

    I run this set personally, and it has had some nice results for me. Thunderbolt is your main offensive move, still catching that lovely STAB boost. Volt Switch is a pretty nice alternative though, for a quick hit and run backed by STAB. Shadow Ball again is there for coverage. Overheat is a fun move with Specs, hitting many pokemon for 1HKOs, though you need to take the drawback into account. Trick will send those specs to the opponent if you want more freedom, and a nice way to wreck a physical sweeper.

    Fuel Efficient and Environmentally Friendly: Mow Rotom
    Timid, 252 Spd / 252 SpAtk / 4 HP, Levitate, Life Orb / Light Clay
    - Thunderbolt
    - Leaf Storm
    - Shadow Ball / Light Screen / Reflect
    - Will-O-Wisp

    The advantage to Mow Rotom is that it's the only Bulky Grass type with Will-O-Wisp. This makes it a lot better at eating Physical hits, and gives this variation a reason to be played defensively. You can substitute out Shadow Ball for either of the defensive walls, Light Screen and Reflect. You'll want Thunderbolt and Leaf Storm for dealing damage though.

    The Graceless Paraflincher: Fan Rotom
    Timid, 252 Spd / 252 SpAtk / 4 HP, Levitate, Life Orb / Leftovers
    - Air Slash
    - Thunderbolt / Substitute
    - Thunder Wave
    - Confuse Ray

    Parafusionflinch is one of the most abusive ways to play, but the lack of Serene Grace means Rotom won't get a nasty 60% flinch rate like Dunsparce, Togekiss and Jirachi, but it does carry Confuse Ray which can more than make up for it. The main point of the set is to Paralyze the opponent with Thunder Wave, then unleash a barrage of Air Slashes to get easy damage by suppressing the opponent with Flinch and full Paralysis. Confuse Ray sends the chances of the opponent ever going to an abysmal rate, but is remedied by a simple switch out. The last slot is a toss up. Thunderbolt has awesome STAB damage, but doesn't handle what counters most Paraflinchers. Substitute provides life insurance for when Thunder Wave and Confuse Ray don't kick in.

    Washout Wall: Wash Rotom
    Timid, 252 Spd / 252 SpAtk / 4 HP, Levitate, Light Clay
    - Thunderbolt
    - Hydro Pump / Light Screen / Reflect
    - Hydro Pump / Light Screen / Reflect
    - Trick

    Any water type with Thunderbolt can shut out most other bulky waters (The exceptions being the obvious Water/Grounds). People used Lanturn a lot for a reason, this typing is awesome. Instead of an immunity to Electric though, Rotom has an immunity to Ground, which masks over weakness. Of course it doesn't have the healing benefit of Volt Absorb though. Obvious comparisons end here, this set is the defensive variant that Lanturn can't pull off. Dual Screen support is possible, but you can just as easily take Hydro Pump for a STAB attack. Trick ties it all together, dropping a worthless item on your opponent. This can really screw with anything that isn't also screening.

    Washout Wrecker: Wash Rotom
    Timid, 252 Spd / 252 SpAtk / 4 HP, Levitate, Life Orb
    - Thunderbolt
    - Hydro Pump
    - Shadow Ball
    - Will-O-Wisp

    Wash Rotom deserves two sets, it's pretty awesome. I felt like the Dual Screen tactic was best used on this variation because the typing is incredible. Now for the alternative, a sweeper that like Jellicent is a Water type with Will-O-Wisp. That's always nice. And as said above, you have two awesome STABs in Thunderbolt and Hydro Pump, including a way to down a lot of common bulky waters. Shadow Ball tosses in some nice coverage in addition, with solid damage.

    Why are the Natures and EVs the same on each set?

    Because each set benefits greatly from extra Speed and Special Attack, even the Bulky Water variant, which wants to outrun as many things before they can hit as possible so it can place the right Screen to shelter itself, and take down other Bulky Waters.

    Countering Rotom

    The standard Rotom is frail, and can phase a lot of standard Physical Sweepers, so special sweepers are a safer bet. Gengar, Mismagius (It's general superiors) make the best counters. Spiritomb can weasel in a Dark Pulse or Sucker Punch to take out Rotom easily. Special Dark sweepers like Houndoom are solid choices as well. Actually, Houndoom is probably the best choice, switching into Will-O-Wisps for Flash Fire and downing it with a single hit. It's pretty frail in general though, you just need to outrun it really. The safe options just happen to be Dark and Ghost types.

    Countering Frost Rotom

    Fire and Rock are the key types to look at here. Ideally Fire since Blizzard won't do much to stop it. Camerupt, Houndoom, Typhlosion, Arcanine, Ninetails, etc. on the fire front. Anything that can eat a Thunderbolt and/or Blizzard with Stone Edge works ideally. Especially if it can outrun it. Or just that outright, Archeops or Infernape. Anything that can change off Hail is also good. Ninentails once again, or Politoed and Tyranitar. An unlucky blizzard will still down Hippowdon, so I can't honestly say he's a counter.

    Countering Heat Rotom

    A Fire Type with a secondary STAB that counters Bulky Waters is horrifying to deal with, and diminishes the number of items on the list of "Easy Counters" substantially. The Water/Ground types can do it just fine though; Gastrodon, Swampert and Quagasire. Rock types are a solid bet this time again, since they can take fire attacks fairly easily. Choice Specs Overheat still hurts though, unless you use Sandstorm to boost Special Defense even more. That's just overkill, but it can be said naturally that Tyranitar is the ideal counter.

    Countering Mow Rotom

    Fire types with Flash Fire work beautifully. Houndoom once again is a fantastic choice. The list is pretty big in actuality though. Waters are too risky due to double super effective STABs, but certain ones with more speed, a nice second type and Ice Beam can do the trick. Starmie, Kingdra, and Simipour are acceptable options. Or just an Ice Type outright. Froslass, Weavile, Glaceon, Vanilluxe, Cryogonal, etc. will do the trick. Poison works too, but not many pokemon carry that... Roserade I guess.

    Countering Fan Rotom

    Ick, Parafusionflinch is really irritating to fight. Ground types immediately have the upper hand due to a Thunder Wave immunity. Resisting Air Slash or having either Own Tempo or Inner Focus can work too. Excadrill is the ideal counter, stopping any effort Rotom makes besides Confuse Ray. Faster stuff with Ice Beam or Stone Edge works once again, as does Ice Shard. Froslass, Weavile, Glaceon, Vanilluxe, Cryogonal, Archeops, Infernape, etc.

    Countering Wash Rotom

    Brick Break stops screening efforts, but really doesn't do a lot. The easy way out is to just outrun it and hit with with a strong Grass attack or Taunt it. Either set will have issues from Taunt. Sceptile, Celebi, Roserade, Shaymin, Leafeon, Serperior, Simisage, Leavanny, Whisicott, Sawsbuck and Virizion work wonders in terms of outrunning and attacking.
    Last edited by TimmahX; 12th June 2011 at 8:09 PM.
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  15. #15
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    Sets

    Generic Rotom-A1
    Rotom-A @ Choice Scarf / Choice Specs
    Trait: Levitate
    EVs: 252 SAtk / 4 SDef / 252 Spd
    Timid Nature (+Spd, -Atk) / Modest (+SpA, -Atk)
    - Trick
    - Overheat / Hydro Pump / Leaf Storm / Blizzard
    - Thunderbolt
    - Hidden Power [Ground / Ice] / Volt Switch / Pain Split

    Rotom-A makes a great choice user with fantastic coverage and awesome dual stab (Water + Electric / Fire + Electric). It also has trick in its arsenal to cripple walls like Blissey, and especially cripple Chansey. Their niché typings and levitate allow for some easy switch ins and can provide a reliable revenge killing service, or generally smack things hard.

    Generic Rotom-A2
    Rotom-A @ Light Clay / Leftovers
    Trait: Levitate
    EVs: 104 HP / 252 SAtk / 152 Spd
    Modest Nature (+SAtk, -Atk)
    - Reflect / Pain Split
    - Hydro Pump / Leaf Storm / Over Heat / Blizzard/ Pain Split
    - Thunderbolt / Pain Split
    - Light Screen / Pain Split

    Your basic Dual Screens set. Rotom-A can rely on its niche typings to find switch ins and set up screens quite reliably. Aside from typing, it's probably not one of the top screen setters, such as Lati@s or Magic Bounce Espeon. See Rotom-W set for reasoning behind the EVs.

    Generic Rotom-A3
    Rotom-A @ Leftovers
    Trait: Levitate
    EVs: 4 HP / 252 SAtk / 252 Spd
    Timid Nature (+Spd, -Atk)
    - Thunder Wave
    - Hydro Pump / Thunderbolt / Pain Split
    - Electro Ball
    - Hidden Power [Ice / Fire]

    Kind of a novelty set, however, Rotom-A can make pretty good use out of Thunderwave and Electro Ball to really put the hurting on things that don't resist it. The faster it is in comparison to the opponent the harder it hits. As such the EVs are basic, but made to complement the strategy. The choice Beteen hidden power Fire and Ice is down to who you want to hit between the dragons and Ferrothorn. Rotom-W does pull this off better than the other Rotom.

    Generic Rotom-A4
    Rotom-W @ Leftovers
    Trait: Levitate
    EVs: 108 HP / 252 SAtk / 148 Spd
    Modest Nature (+SAtk, -Atk)
    - Will-O-Wisp
    - Thunder Wave
    - Hydro Pump / Over Heat / Leaf Storm / Blizzard / Hidden Power [Ice / Ground] Shadow Ball
    - Thunderbolt

    This set is a basic Status platform set that can cripple up to three pokémon at a time by burning a physical Attacker, Paralysing the switch in and then taking something down with one of its high Powered stabs. if you're using one of the forms weak to Stealth Rock, then place one the HP EVs into Speed.

    Rotom-W
    Rotom-W @ Leftovers
    Trait: Levitate
    EVs: 104 HP / 252 SAtk / 152 Spd
    Modest Nature (+SAtk, -Atk)
    - Pain Split
    - Hydro Pump
    - Thunderbolt
    - Hidden Power [Fire] / Will-o-Wisp

    Rotom-W has the best typing of all the Rotom, and arguably has the best STAB of all of them, too. This set is mainly used for breaking down water types and gliscor with its dual STAB. That being said, Rotom is a great rain check, and can shut down a lot of common enemies found in the rain. Rotom-W is also a great pokémon to use on your own weather teams, as it can geta 1/2HKO on most other weather starters.
    The EVs ensure that Rotom outspeeds Max Tyranitar and the things aiming to outspeed it too, so things like adamant Breloom, Specially Defencive Jirachi and Slow Gliscor are all out sped. The EVs also take into account the Speed point lost when using Hidden Power Fire, so if you run Will-o-Wisp you can take the one Speed EV and drop it into HP. Max Modest is used to make it hit as hard as possible, as with its great defencive typing, it doesn't need to invest too heavily in bulk.

    Rotom-F

    Rotom-F @ Leftovers
    Trait: Levitate
    EVs: 88 HP / 252 SAtk / 168 Spd
    Modest Nature (+SAtk, -Atk)
    - Substitute
    - Charge Beam
    - Thunderbolt
    - Blizzard

    Any of them can run this set really (well it would be impractical for Rotom-H or Rotom-C to run this as they won't be able to utilise their stabs and they'll be pretty easily walled.) However, Rotom-F can use this set to great effect abusing its dual stab in form of Blizzard and Thunderbolt; for this reason it doesn't take a rocket scientist to see this set is best used on a hail team. The idea is simple, switch in on a grass type or a Bulky Water Type and set up a sub as they switch out, then proceed to Charge Beam. For this set to work effectively, paralysis support is needed, and the EVs reflect this, as with the given EVs Rotom-F can outspeed Paralysed Scarf Chomp, Jirachi, whilst sharing a fire Weakness with Rotom-F, can switch in on rock typed attacks aimed at Rotom-F and use body slam to provide said paralysis support really quite effectively.

    Rotom-S
    Rotom-S @ Leftovers
    Trait: Levitate
    EVs: 96 HP / 252 SAtk / 160 Spd
    Modest Nature (+SAtk, -Atk)
    - Thunder Wave / Hidden Power [Ice]
    - Confuse Ray
    - Thunderbolt / Discharge
    - Air Slash

    Rotom-S got trolled to high heaven is one of the lesser used Rotom-A, however it can pull off a very novel Hax set with ParalfusionFlinchtrollhax. The EVs ensure it outspeeds +1 Base 100s, like Victini and Celebi.

    Rotom-C
    Trait: Levitate
    EVs: 252 HP / 252 SAtk / 4 SDef
    Modest Nature (+SAtk, -Atk)
    - Leaf Storm / Substitute
    - Toxic
    - Thunderbolt
    - Pain Split

    Rotom-C has a great typing for wall breaking in the lower tiers that are chocked full of bulky waters. As it'll be best used in the lower tiers, no speed EVs have been given, as it already outspeeds things like 8 Speed Milotic. Toxic and Pain Split can be used in tandem to bring down things like Chansey, who without Leftovers will really feel the build up of toxic damage and be forced to switch out.
    Again any of the Rotom-A could run this set.

    Rotom-H is generally best left running a choice set.

    Rotom
    Rotom @ Leftovers
    Trait: Levitate
    EVs: 252 SAtk / 4 SDef / 252 Spd
    Timid Nature (+Spd, -Atk)
    - Substitute
    - Charge Beam
    - Shadow Ball
    - Hidden Power [Fighting]

    Rotom-No Form is actually surprisingly fast and can use this set to great effect by setting up on things like Jellicent, Ferrothorn and Blissey. Sub Charge Beam IS outclassed by Magnezone, however, Rotom can run this in UU where there aren't as many fast paced mons and extreme walls. Sub Charge Beam is the aim of the set, shadow ball is for stab, and Hidden Power Fighting is for coverage. Rotom is also one of the best checks to Heracross in UU and can certainly help teams that are somewhat ScarfCross weak.

    Other Options

    Rest/Talk can be used, however, with the mechanic changes its advised not to do so.
    Shadow Ball can still find some use on sets that aim to take out Reuniclus or any other psychic, however, you'll generally find that one of its Stabs would be better, and unless it's being used on a choice set, your coverage will be hindered considerably. Hex can be used in the same Vein.
    Signal Beam can be used if you're struggling with Dark Types, however, Hidden Power Fighting would provide better coverage, and dark types like Tyranitar and Bisharp will be hit harder by Hydro Pump and Overheat, respectively, anyway.


    Counters
    Rotom-W: Ferrothorn is probably one of the best Rotom-W counters, especially if it's being used in the rain. It can paralyse Rotom-W and smack it incredibly hard with Power Whips.
    Rotom-H: is generally countered by Quagire and in the Lower Tiers, Nidoqueen.
    Rotom-C: Heatran is a great counter for Rotom C, as it can take Tbolts and takes hardly anything from Leaf Storm. It can also get a free flash fire boost off of stray Will-o-Wisps and Hidden Power Fires.
    Rotom-F: Conceldurr, scizor, and anything else with a resistance and strong fighting / Steel Typed attack will cause Rotom-F Havoc. Specially Defencive Jirachi can set up on and 2HKO Rotom-F.
    Rotom-S: Excadrill can switch in on anything Rotom-S has to offer aside from Stray Wisps and set up on it. In the Lower Tiers, Chansey is probably the best counter.
    Rotom: Tyranitar destroys Rotom. In the lower Tiers, watching out for Will o Wisp, Bisharp can get rid of it pretty easily.
    Special Mention(s) CB and Scarf Haxorus can switch in on anything other than Will-o-Wisp and Thunderwave and OHKO all of them with Mold Breaker Earthquake. Walls like Blissey and Chansey are great checks to all rotom lacking Trick.

    Partners


    rotom that are vulnerable to Stealth Rock appreciate Rapid Spin Support. Rotom-H can take Fire attacks aimed at Forretress and Forretress can take Rock attacks aimed at Rotom-H, Rotom-S can take grass typed attacks for starmie and starmie can take Ice typed attacks aimed at Rotom-S. Rotom-W fits perfectly on sand teams as it acts as an anti-rain mon and can use leftovers to nullify the sand. They all appreciate Paralysis support, and Specially Defencive Jirachi has good/decent synergy with rotom-A at worst. Things like Scizor that need things like Jellicent and Skarmory removed are also great partners for Rotom-A. Entry hazards are greatly appreciated, too as Rotom-A forces a lot of switches; Skarmory for Spike Stacking is a great partner that has great synergy with Rotom-W.

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  16. #16
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    His stabs, not heat stabs, sorry

  17. #17
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    OK. What a weird Pokemon. it's forms are very versatile. It's levitate ability, well, Rotom-H will be thankful for it. It's other forms waste it. Although they all have weakness to ground, Rotom-H needs it most. So that's why it will be Rotom-H for this set.

    H-Bomb@Focus Sash

    Thunderbolt/Discharge/Electroball
    Overheat/Flamethrower/Fire Blast
    Ominous Wind/Shadow Ball
    Trick

    Thunderbolt for some amazing STAB Power Discharge for less damage but coverage to all enemies. Electroball for STAB. And with good speed, you'll outrun a good few things for bigger damage. I'd go with thunderbolt.

    Overheat for good power and STAB. Flamethrower for less damage but higher accuracy. Fire blast for good power but lower accuracy. I'd go with Flamethrower.
    Ominous Wind for that chance stat raising. Shadow Ball is better.
    Trick to switch items. You might get a better item.

    H-bomb is sure to impress with it's versatility. Levitate makes it even better.

    Bye!

  18. #18
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    Quote Originally Posted by frogofdoom555 View Post
    OK. What a weird Pokemon. it's forms are very versatile. It's levitate ability, well, Rotom-H will be thankful for it. It's other forms waste it. Although they all have weakness to ground, Rotom-H needs it most. So that's why it will be Rotom-H for this set.

    H-Bomb@Focus Sash

    Thunderbolt/Discharge/Electroball
    Overheat/Flamethrower/Fire Blast
    Ominous Wind/Shadow Ball
    Trick

    Thunderbolt for some amazing STAB Power Discharge for less damage but coverage to all enemies. Electroball for STAB. And with good speed, you'll outrun a good few things for bigger damage. I'd go with thunderbolt.

    Overheat for good power and STAB. Flamethrower for less damage but higher accuracy. Fire blast for good power but lower accuracy. I'd go with Flamethrower.
    Ominous Wind for that chance stat raising. Shadow Ball is better.
    Trick to switch items. You might get a better item.

    H-bomb is sure to impress with it's versatility. Levitate makes it even better.

    Bye!
    Ok. There are quite a few mistakes here.

    First off, why would anyone use Electro Ball for Rotom-A? I would understand if you packed paralysis support, but it's too situational.

    Also, Rotom-H can't learn Flamethrower or Fire Blast.

    Ominous Wind has a 10% chance to raise your stats, 60 base power, and only 5 PP. Because of that, it's generally unreliable and weak. Shadow Ball is better.

    Lastly, you didn't include ANY EVs and Natures at ALL. Please include EVs and the Nature.
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  19. #19
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    Normal Rotom:
    Hex
    Toxic/thunder wave/confuse ray
    Thunderbolt
    Hidden power (ground)
    This set is a gimmick built aroud hex. Thunder wave them and then blast 150 power at them like there is no tomorrow.
    Item: leftovers
    EVs: 252 sp atk, 252 HP, 4 special defense

  20. #20
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    Rotom-S
    -Levitate-
    -Modest-
    -Leftovers-
    252 Spd/SpAtk, 4 HP

    -Will-O-Wisp
    -Hex
    -Thunderbolt
    -Air Slash

    Alright, this is pretty simple.

    Will-O-Wisp to burn your opponent, and then Hex to hit'em for double the power. Thunderbolt and Air Slash are for STAB.

    I'm sure this set has been said a hundred times already, but whatever. I'm super psyched for the Eeveelutions week, so I can present my Flareon set!
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  21. #21
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    SubCharge Rotom
    Original Rotom@Leftovers
    Trait: Levitate
    4 Def/252 Sp. Atk/252 Spd
    Timid
    Ivs: 29 HP
    -Substitute
    -Charge Beam
    -Thunderbolt
    -Shadow Ball
    The given Ivs and evs are leftovers numbers. Sub Charge Beam allows you to set up on bulky mons not immune to electric who are also weak attackers. Very simple and effective set.
    Last edited by Chocolatepie2; 12th June 2011 at 10:48 PM.
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  22. #22
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    I've always liked Rotom, and I really liked when the alternate forms were released (although I thought they were something completely different when I saw their sillouhettes). All the Appliance forms can use defensive sets with access to moves like Charge, Will-o-wisp, Reflect, and Light Screen.

    Washtom can easily be a Rain Dancer, with Thunder getting 100% accuracy and Hydro Pump getting plus power. You could team those up with Charge to get Sp. Def. and Thunder boosts.

    Heatom has the most resistences, with 7 total, and is immune to Ground via Levitate (be careful of Gravity though, that gives him a 4x weakness). It also can get super effective hits on one of its weaknesses (Water). So if you plan a defensive set, this would probably help the most.

    Fantom can be a major hax set, with Thunder Wave/Discharge, Confuse Ray, and Air Slash for a Parafusioflinch offense. Hex could be a good add on for its power boost (and so you could call it a hexhax set :P)

    I really can't think of any unique sets for Frostom and Mowtom outside of adding their moves to other sets.

    Rotom has higher Speed than the Appliances, but lower defenses and Sp. Atk., but it has STAB Hex to combine with status moves.
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  23. #23
    Join Date
    May 2011
    Posts
    193

    Default

    Rotom fills in an important niche as a lead-killer, especially Heat Rotom, which is resistant to both U-Turn and Volt-Switch, the 2 common attacks that leads use to deal damage and flee. Here's my best anti-lead moveset:


    Heat Rotom@Leftovers
    Ability: Levitate
    Nature: Modest
    EVs: 252 HP, 56 Sp Atk, 100 Def, 100 Sp Def

    -Substitute
    -Snatch
    -Ominous Wind / Shadow Ball / Sunny Day / Rain Dance / Taunt / Reflect / Light Screen
    -Charge Beam / Thunderbolt / Sunny Day / Rain Dance / Taunt / Reflect / Light Screen


    I like Snatch, for its ability to steal all of the opponent's set-up moves, like hazards, screens, and stat-ups. Substitute is a good thing to set up if you avoid the initial damage, and with Heat Rotom's unique set of resistances, it could easily keep up a Substitute for multiple turns. The last 2 moves have a lot of options. Either you can try for all out offense (Shadow Ball and Thunderbolt), stat-up attacks for times when you have a Substitute up (Ominous Wind and Charge Beam), or try to set up effects of your own. I wouldn't really expect a Heat Rotom to set up Rain Dance, but it's definitely an option. Volt Switch can also be thrown in, as it's helpful for an anti-lead lead role.
    If you're creative, don't copy and paste this into your signature (Started by 3.14kachu).

  24. #24
    Join Date
    May 2010
    Location
    Depends.
    Posts
    16

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    Rotom

    "Did you see that lightning?!" "No, I blinked."
    Ability: Levitate
    Nature: Timid
    Item: Leftovers
    - Thunder Wave / Toxic / Will-o-wisp
    - Thunderbolt / Electro Ball
    - Hex / Shadow Ball
    - Hidden Power [Dark]
    EVs: 252 Spe / 252 SpA / 4 HP

    A basic annoying set. Rotom's somewhat good speed helps. Thunder Wave is very helpful, to slow the opponent's team and maybe even force a switch. Then again, the other two also can force a switch. However, Toxic is the amazing life-sapper, and Will-o-wisp lowers Attack with Burn and also takes some HP.

    Thunderbolt is the basic, yet powerful, STAB attack. Use Electro Ball if you really think you'll be fast enough. It's an alternate because there are faster Pokemon.

    Hex works splendidly with all three status afflictions, but it's not always worth it to use an extra turn on a status-less opponent just to set it up. Thunder Wave has a chance of stalling for this, however. Shadow Ball is the cool STAB counterpart, though weaker, for Thunderbolt. Thunder Wave helps with this one more too, because it slows the opponent, but the other two can always also be used.

    Hidden Power [Dark] kills Psychics and Ghosts. Enough said.

    Mischief doesn't always have 20/20 vision
    Ability: Levitate
    Nature: Timid
    Item: Choice Specs
    - Trick
    - Thunderbolt / Volt Switch
    - Shadow Ball
    - Hidden Power [Dark]
    EVs: 252 Spe / 252 SpA / 4 HP

    Trick messes up opponents, sometimes badly. It's the base of this set.

    Thunderbolt is the STAB Electric attack. Volt Switch is for escaping if all else fails.

    Shadow Ball for STAB Ghost.

    Hidden Power [Dark] for the same reason stated in the set above. Bye-bye Psychics and Ghosts.

    Heat Rotom

    Microwave wall
    Ability: Levitate
    Nature: Calm
    Item: Leftovers
    - Light Screen
    - Substitute
    - Thunderbolt / Overheat / Hidden Power [Water]
    - Thunderbolt / Overheat / Hidden Power [Water]
    EVs: 252 HP / 252 SpD / 4 SpA

    I love Heat Rotom's immunity to Ground. Water and Rock still hurt, but it can be taken care of. Anyways, a Special Wall. Light Screen is to raise Special Defense even more. What a wall.

    Substitute sure does stall, especially with Leftovers.

    Pick two. Thunderbolt for Electric STAB, Overheat for Fire STAB, Hidden Power [Water] for Rock Type killing.

    Mischief doesn't always have 20/20 vision
    Ability: Levitate
    Nature: Timid
    Item: Choice Specs
    - Trick
    - Thunderbolt / Volt Switch
    - Overheat
    - Hidden Power [Water]
    EVs: 252 Spe / 252 SpA / 4 HP

    Trick messes up opponents, sometimes badly. It's the base of this set.

    Thunderbolt is the STAB Electric attack. Volt Switch is for escaping if all else fails.

    Overheat is Fire STAB.

    Hidden Power [Water] kills Rocks. You could go with another that's good against Rock, but I'm putting Water here because it affects every type.

    Fan Rotom

    Flinch Fan
    Ability: Levitate
    Nature: Modest
    Item: King's Rock
    - Air Slash
    - Dark Pulse? (Can this even be on a set? I think you can Pal Park it...) / Shadow Ball / Thunder Wave
    - Thunderbolt
    - Confuse Ray
    EVs: 252 Spe / 252 SpA / 4 HP

    It should be pretty annoying. Air Slash gets STAB and flinching.

    Dark Pulse is the other flinching attack (other than Astonish, but that's out of the question), and can hit a lot of things. If not, Shadow Ball can do damage, but gets no STAB here. Thunder Wave is obviously annoying. Speed always helps with this setup.

    Thunderbolt is Electric STAB, as usual.

    Confuse Ray makes life even more annoying, and usually forces a switch, unless your opponent feels very lucky.

    Mischief doesn't always have 20/20 vision
    Ability: Levitate
    Nature: Timid
    Item: Choice Specs
    - Trick
    - Thunderbolt / Volt Switch
    - Air Slash
    - Hidden Power [Water]
    EVs: 252 Spe / 252 SpA / 4 HP

    Trick messes up opponents, sometimes badly. It's the base of this set.

    Thunderbolt is the STAB Electric attack. Volt Switch is for escaping if all else fails.

    Air Slash is the... STAB Flying attack. Why did they cheat Fan Rotom? Oh yeah, because there aren't that many good Special Flying attacks. Lame.

    Hidden Power [Water] again for Rocks.

    Mow Rotom

    I think my lawnmower is hungry...
    Ability: Levitate
    Nature: Modest
    Item: White Herb
    - Leaf Storm
    - Thunderbolt / Electro Ball
    - Thunder Wave / Toxic
    - Hidden Power [Rock]
    EVs: 252 Spe / 252 SpA / 4 HP

    My favorite Rotom form. Anyway, this one can hit hard. Leaf Storm is the amazing STAB Grass move, and White Herb restores the stat loss.

    Thunderbolt is the strong Electric STAB, while Electro Ball can be, but remember the alternate Rotom forms aren't the fastest Electric Types ever.

    Thunder Wave makes you definitely faster, unless paralyzed, than the opponent [Does this affect Electro Ball?]. Toxic is a good status inducer.

    Hidden Power [Rock] is amazing against Flying, Bug, and Fire. That's reason enough.

    Mischief doesn't always have 20/20 vision
    Ability: Levitate
    Nature: Timid
    Item: Choice Specs
    - Trick
    - Thunderbolt / Volt Switch
    - Leaf Storm
    - Hidden Power [Rock]
    EVs: 252 Spe / 252 SpA / 4 HP

    Trick messes up opponents, sometimes badly. It's the base of this set.

    Thunderbolt is the STAB Electric attack. Volt Switch is for escaping if all else fails.

    Leaf Storm for Grass STAB.

    Hidden Power [Rock] is perfect on this Rotom. It takes care of Bug, Fire, and Flying Types.

    Frost Rotom

    Siege... Refrigerator
    Ability: Levitate
    Nature: Bold
    Item: Leftovers
    - Reflect
    - Blizzard
    - Thunderbolt
    - Thunder Wave / Substitute / Hidden Power [Water]
    EVs: 252 Def / 252 SpA / 4 HP

    Sort of like Heat Rotom, except Defense instead of Special Defense. You can always modify the two though. Reflect boosts more Defense.

    Blizzard is the Ice STAB.

    Thunderbolt gets STAB as well.

    Thunder Wave does its usual job. Substitute is good with Leftovers and defenses. Hidden Power [Water] takes care of those Rock and Fire Types.

    Mischief doesn't always have 20/20 vision
    Ability: Levitate
    Nature: Timid
    Item: Choice Specs
    - Trick
    - Thunderbolt / Volt Switch
    - Blizzard
    - Hidden Power [Water / Flying]
    EVs: 252 Spe / 252 SpA / 4 HP

    Trick messes up opponents, sometimes badly. It's the base of this set.

    Thunderbolt is the STAB Electric attack. Volt Switch is for escaping if all else fails.

    Blizzard is your Ice STAB.

    Hidden Power [Water] Takes care of Fire and Rock Types, while Hidden Power [Flying] is for Fighting. You decide.

    Wash Rotom

    Hydro Thunder
    Ability: Levitate
    Nature: Modest
    Item: Leftovers
    - Rain Dance
    - Hydro Pump
    - Thunder
    - Signal Beam
    EVs: 252 SpA / 128 Def / 128 SpD

    Anyone get the game reference? Well, it fits. Rain Dance sets up the rest of the set. It works really well with Wash Rotom.

    Hydro Pump gets STAB and power from Rain Dance.

    Thunder gets STAB and perfect accuracy with Rain Dance. It's amazing.

    Signal Beam kills those pesky Grass Types, and can deal good damage on others.

    Mischief doesn't always have 20/20 vision
    Ability: Levitate
    Nature: Timid
    Item: Choice Specs
    - Trick
    - Thunderbolt / Volt Switch
    - Hydro Pump
    - Hidden Power [Bug] / Signal Beam
    EVs: 252 Spe / 252 SpA / 4 HP

    Trick messes up opponents, sometimes badly. It's the base of this set.

    Thunderbolt is the STAB Electric attack. Volt Switch is for escaping if all else fails.

    Hydro Pump for Water STAB.

    Hidden Power [Bug] is for Grass Types. Signal Beam is also a choice. I'm glad it is, too, I was getting sick of Hidden Power.



    All of these sets are not gimmicky, save the repetitive Mischief doesn't always have 20/20 vision set. Sorry, it could be used for more than one. I'll try and think of something like a lead later. I'm all typed out right now.
    Also note that I'm not so good with EVs.
    SoulSilver:
    White:
    Diamond Solo:


    [Yeah, sure.]

  25. #25
    Join Date
    Jul 2007
    Location
    Where ever I may roam
    Posts
    629

    Default

    Here, I'll save you from scrolling through useless sets

    Rotom- H
    Really, really dangerous oven
    @Leftovers 252 HP/ 170 def/ 80 speed -Bold
    -Will O Wisp
    -Thunderbolt/ Discharge
    -Overheat
    -Pain split
    Don't run Choice on Heat form. SR weakness makes him bad for the job.

    Rotom- W
    Quick Wash
    @ Choice Scarf 4 HP/ 252 Sp. attack /252 speed- Modest
    -Trick
    -Thunderbolt
    -Volt Switch/ Hp Fighting/ HP Fire
    -Hydro Pump
    Best Rotom CS user. Highly recommend Volt Switch, great to have 2 STAB and a way to get out.

    Charge up ,then wash away your troubles!
    @Leftovers 4hP/252 SP Attack/252 Speed-Modest
    -Substitute
    -Charge Beam
    -Thunderbolt
    -Hydro Pump/ HP Fighting
    Sub beamer. Pretty effective in 4th gen, don't know about now. If you're crapping yourself over the chance of hydro pump missing, use HP fighting, but once again, not worth it.


    Rotom- I
    Frigid Air
    @Leftovers 252 HP/ 252 sp attack- Modest
    -Substitute
    -Thunderbolt
    -Blizzard
    -Pain Split
    Worst form IMO, because of number of weaknesses. If you must use him, use him in a hail team. Actually makes pretty good use of a 120 power STAB, 100 % Blizzard.

    Rotom-F -Timid
    Your opponent isn't a big fan of him
    @Leftovers 252 hp/ 252 Speed
    -Confuse Ray
    -Discharge
    -Air Slash
    -Pain Split/ Substitute
    Pretty good Paraflinchfusion user. Really pisses off others. You wanna run timid over bold because you want to try to hit first and get the hax started early.

    Rotom-C
    Quickest lawn mowing service: Guaranteed!
    @ Choice Scarf. Modest. 4hp/252 sp attack/ 252 speed
    -Trick
    -Thunderbolt
    -Leaf Storm
    -Volt Switch
    Simple : Rotom Wash is the Rotom scarfer of OU, while Rotom C is the scarfer of UU.


    There. That saved you from reading a bunch of crappy sets. Always watch out for and never underestimate these things form-special attacks.

    ~MasterLucario
    [IMG]http://i43.*******.com/343jiwx.png[/IMG]
    Keeping the classics alive

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