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Rotom

Types :

ElectricGhost

Egg Groups :

Amorphous

Abilities :

Levitate:

By floating in the air, the Pokémon receives full immunity to all Ground-type moves.

Base :

#MovesTypeCategoryPowerAccuracyPPTargetPriorityDescription
1ElectricThunder ShockElectricSpecial4010030normal010% chance to paralyze the target.
2ElectricThunderboltElectricSpecial9010015normal010% chance to paralyze the target.
3ElectricThunder WaveElectricStatus09020normal0Paralyzes the target.
4ElectricThunderElectricSpecial1107010normal030% chance to paralyze. Can't miss in rain.
5GhostNight ShadeGhostSpecial010015normal0Does damage equal to the user's level.
6NormalDouble TeamNormalStatus015self0Raises the user's evasiveness by 1.
7GhostConfuse RayGhostStatus010010normal0Confuses the target.
8PsychicLight ScreenPsychicStatus030allySide0For 5 turns, special damage to allies is halved.
9PsychicReflectPsychicStatus020allySide0For 5 turns, physical damage to allies is halved.
10NormalSwiftNormalSpecial6020allAdjacentFoes0This move does not check accuracy. Hits foes.
11PsychicRestPsychicStatus05self0User sleeps 2 turns and restores HP and status.
12NormalSubstituteNormalStatus010self0User takes 1/4 its max HP to put in a substitute.
13DarkThiefDarkPhysical6010025normal0If the user has no item, it steals the target's.
14NormalProtectNormalStatus010self4Prevents moves from affecting the user this turn.
15NormalEndureNormalStatus010self4User survives attacks this turn with at least 1 HP.
16NormalSleep TalkNormalStatus010self0User must be asleep. Uses another known move.
17WaterRain DanceWaterStatus05all0For 5 turns, heavy rain powers Water moves.
18FireSunny DayFireStatus05all0For 5 turns, intense sunlight powers Fire moves.
19GhostShadow BallGhostSpecial8010015normal020% chance to lower the target's Sp. Def by 1.
20NormalUproarNormalSpecial9010010randomNormal0Lasts 3 turns. Active Pokemon cannot fall asleep.
21FireWill-O-WispFireStatus08515normal0Burns the target.
22NormalFacadeNormalPhysical7010020normal0Power doubles if user is burn/poison/paralyzed.
23ElectricChargeElectricStatus020self0+1 SpD, user's Electric move next turn 2x power.
24NormalHelping HandNormalStatus020adjacentAlly5One adjacent ally's move power is 1.5x this turn.
25PsychicTrickPsychicStatus010010normal0User switches its held item with the target's.
26NormalHyper VoiceNormalSpecial9010010allAdjacentFoes0No additional effect. Hits adjacent foes.
27GhostAstonishGhostPhysical3010015normal030% chance to make the target flinch.
28ElectricShock WaveElectricSpecial6020normal0This move does not check accuracy.
29DarkDark PulseDarkSpecial8010015any020% chance to make the target flinch.
30DarkNasty PlotDarkStatus020self0Raises the user's Sp. Atk by 2.
31ElectricDischargeElectricSpecial8010015allAdjacent030% chance to paralyze adjacent Pokemon.
32ElectricCharge BeamElectricSpecial509010normal070% chance to raise the user's Sp. Atk by 1.
33ElectricElectro BallElectricSpecial010010normal0More power the faster the user is than the target.
34DarkFoul PlayDarkPhysical9510015normal0Uses target's Attack stat in damage calculation.
35PsychicStored PowerPsychicSpecial2010010normal0 + 20 power for each of the user's stat boosts.
36GhostHexGhostSpecial6510010normal0Power doubles if the target has a status ailment.
37ElectricVolt SwitchElectricSpecial7010020normal0User switches out after damaging the target.
38ElectricEerie ImpulseElectricStatus010015normal0Lowers the target's Sp. Atk by 2.
39ElectricElectric TerrainElectricStatus010all05 turns. Grounded: +Electric power, can't sleep.
40NormalTera BlastNormalSpecial8010010normal0If Terastallized: Phys. if Atk > SpA & Type = Tera Type.