Draft Rotom-Heat

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[overview]
**Draft Order**: Round 5 onwards

**Price Range**: 8-9 points

**Overview**: Rotom-H sports a unique defensive typing combined with an amazing ability that grants it immunity to Ground-type attacks, making it a decent defensive pivot. Its resistances allow it to switch in on several threats and generate momentum through Volt Switch or hinder foes with Thunder Wave and Will-O-Wisp. Overheat is a powerful STAB move that dents many of Rotom-H's switch-ins, but it can be a double-edged sword, granting foes a chance to set up on Rotom-H as it is forced out due to its reduced Special Attack. Unfortunately, Rotom-H's middling defensive stats and unreliable recovery via Pain Split make it vulnerable to being overwhelmed by strong attackers.


[strategy comments]
Common Roles
========
**Defensive Pivot**: Rotom-H leverages its unique defensive profile to switch into Pokemon it means to check and either generates momentum through Volt Switch or throws out one of its status moves to hinder a foe.

**Choice Attacker**: Rotom-H can be an effective revenge killer when equipped with a Choice Scarf, allowing it to outspeed many foes and hit them with STAB Thunderbolt and Overheat or generate momentum with Volt Switch. Trick is an excellent option for Choice item sets, allowing Rotom-H to hinder opposing Pokemon that dislike being locked into one move.

Common Moves
========
**Primary STAB Moves**: Thunderbolt, Discharge, Overheat

**Setup Moves**: Nasty Plot

**Utility Moves**: Volt Switch, Thunder Wave, Will-O-Wisp, Pain Split, Trick, Light Screen, Reflect, Foul Play, Night Shade

**Coverage**: Shadow Ball, Hex, Tera Blast

Niche Moves
========
**Substitute**: Rotom-H can utilize Substitute to allow it to set up Nasty Plot and break down opposing teams.

**Protect**: Protect can be useful to gain extra recovery from Leftovers and give Rotom-H more time to set up with Nasty Plot or to scout foes' moves.

Common Items
========
**Heavy-Duty Boots**: As Rotom-H is weak to Stealth Rock, Heavy-Duty Boots allows it to stay healthy when it switches in while Stealth Rock is up.

**Choice Scarf**: A Choice Scarf enables Rotom-H to outspeed many foes and surprise them with an attack, pivot to a teammate with Volt Switch, or cripple them with Trick.

Niche Items
========
**Eject Pack**: Eject Pack can be an alternate method of gaining momentum without the use of Volt Switch while simultaneously dishing out a strong STAB Overheat.

**Leftovers**: Leftovers can be used to gain passive recovery, allowing Rotom-H to stay on the field for a longer duration.

**Light Clay**: Light Clay extends the duration of dual screens, allowing Rotom-H to support its teammates longer.

**Choice Specs**: Rotom-H can function as a decent wallbreaker when equipped with Choice Specs and still retains the ability to hinder a foe by using Trick.

Tera
========
Rotom-H makes a solid secondary Tera Captain by virtue of its ability, Levitate. Tera Steel, Electric, and Poison make great Tera types for defensive sets, making good use of Levitate to get rid of their weakness to Ground (remove extra space). Offensively, Tera Electric and Fire are great options to power up Rotom-H's STAB Thunderbolt and Overheat, whereas Tera Fairy adds coverage to hit opposing Dragon-types and allow Rotom-H to check them more effectively. Despite having solid potential as a Tera Captain, it is typically an inferior choice to most higher-priced Pokemon on your team, and it generally appreciates keeping its typing to check the threats it needs to.

Draft Strategy
========
Rotom-H is a good fit on teams in need of momentum, bringing the added benefit of its Ground immunity. It fits well on balance and bulky offense teams as part of a momentum core, as it supports your team's heavy hitters with status moves and Volt Switch.

**Entry Hazard Control**: While Rotom-H can run Heavy-Duty Boots, sets using other items are held back by a weakness to Stealth Rock. Spinners and Defoggers such as Iron Treads and Scizor make good partners, as they can remove hazards and keep up momentum with their pivoting moves.

**Knock Off Absorbers**: Rotom-H is heavily reliant on its key items—Heavy-Duty Boots and Choice Scarf—and loses significant utility if it loses its item. It greatly appreciates partners that don't mind switching into Knock Off, like Booster Energy users such as Iron Hands, and Dark-resistant Pokemon like Hisuian Samurott, Roaring Moon, and Iron Valiant.

**Fairy-type Partners**: Dragon-types take little damage fromRotom-H's STAB combination and can easily use it as setup fodder. Fairy-type partners such as Primarina and Enamorus alleviate this weakness and allow Rotom-H to more reliably throw out its STAB and status moves.

**Wallbreakers**: Rotom-H appreciates its checks being weakened for its offensive sets to sweep more easily. Strong attacking partners that can break holes in opposing teams are good partners for the oven appliance. This includes Palafin and Latios, which are also additionally able to provide momentum via Flip Turn.

Checks and Counters
========
**Ground-types**: Ground-types block Rotom-H's momentum generation via Volt Switch and are unaffected by Thunder Wave. Specially offensive Ground-types such as Landorus and Sandy Shocks are especially dangerous to Rotom-H's team, as they don't mind Will-O-Wisp either.

**Substitute**: Opposing Pokemon can block Rotom-H's attempts to status them with a Substitute and take advantage of Overheat's Special Attack drop to use Rotom-H as setup fodder.

**Knock Off**: Rotom-H becomes vulnerable to Stealth Rock after losing Heavy-Duty Boots and is unable to provide speed control if it loses its Choice Scarf.

**Special Walls**: Rotom-H struggles to break through special walls such as Blissey and Skeledirge due to its moderate Special Attack stat.

**Faster Water-types**: Despite having super effective STAB Electric-type moves, Rotom-H can be overwhelmed by powerful Water-types like Walking Wake and Iron Bundle that can knock the oven out before it can attack.


[credits]
Written by:
https://www.smogon.com/forums/members/diviniya.618293/
Quality checked by:
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Last edited:

termnal

formerly Lpow12
amqc feel free to keep whatever you like

Blue = add
Red = remove
Orange = comment
[overview]
**Draft order**: Round 5 onwards

**Price range**: 8-9 Points

**Overview**: Rotom-H sports a unique defensive typing combined with an amazing ability that grants it immunity to Ground-type attacks, making it a decent defensive pivot. Its resistances allow it to switch in on several threats and generate momentum through Volt Switch, or cripple foes with Thunder Wave and Will-O-Wisp. Overheat is a powerful STAB move that dents many of Rotom-H's switchins, but can be a double-edged sword, granting foes a chance to setup on it as it is forced out due to its reduced Special Attack. While its defensive stats are impressive, its low HP stat limits its ability to take on strong attackers, and its ability to recover via Pain Split is unreliable at best.

[strategy comments]
Common Roles
========
**Defensive Pivot**: Rotom-H leverages its unique defensive profile to switch in to Pokemon it means to check and either generates momentum through Volt Switch or throws out one of its status moves to cripple a foe.

**Choice Attacker**: Rotom-H can be an effective revenge killer when equipped with a Choice Scarf, allowing it to outspeed many foes and hit them with STAB Thunderbolt or Overheat, or generate momentum with Volt Switch. Trick is an excellent option for Choiced sets, allowing it to cripple opposing Pokemon who dislike being locked into one move.

(You could add a setup role in here as Nasty Plot Rotom is a solid option)
Common Moves
========
**Primary STAB moves**: Thunderbolt, Discharge, Overheat

**Setup moves**: Nasty Plot

**Utility moves**: Volt Switch, Thunder Wave, Will-O-Wisp, Pain Split, Trick, Light Screen, Reflect

**Coverage**: Shadow Ball, Hex, Foul Play, Tera Blast, Dark Pulse

Niche Moves
========
**Electroweb**: Electroweb can be used to slow down foes to allow for a teammate to revenge KO a threat.
I would say this is TOO niche as I don't think I've ever seen it used and you can just run thunder wave instead, if you want to keep is at least mention on paralysis immune foes as thunder wave is just better otherwise.

**Substitute**: Sub is a reasonable option on setup sets especially paired with leftovers

Common Items
========
**Heavy-Duty Boots**: As Rotom-H is weak to Stealth Rock, Heavy-Duty Boots allow it to switch in to the field while rocks are up to stay healthy.

**Choice Scarf**: A Choice Scarf enables Rotom-H to outspeed many foes and surprise them with an attack, pivot to a teammate with Volt Switch, or cripple them with Trick.

**Leftovers**: Leftovers can be used to gain passive recovery to stay on the field for a longer duration.

Niche Items
========
**Flame Orb**: Rotom-H can bluff a Choice Scarf set and Trick an opponent a Flame Orb after they switch in.
Again I think this is a little to niche especially when you have wil-o-wisp

**Light Clay**: Light Clay extends the duration of dual screens, allowing it to support its teammates for a longer duration.

**Choice Specs** Increases damage output and is another solid trick item
Tera
========
Rotom-H makes a great Tera Captain by virtue of its ability, Levitate. Tera Steel, Electric, or Poison make great Tera types for defensive sets, making good use of Levitate to rid their weakness to Ground-type attacks . Offensively, Tera Electric is a great option to power up its STAB Thunderbolts and remove its weaknesses to Rock- and Water-type moves.
All this is good but it still is an 8 point Tera Captain, talk about some of the downsides of using Rotom-H as a Tera Captain and/or it being a good partner for high tier tera captains
Draft Strategy
========
Rotom-H is a good fit on teams in need of momentum, a ground immunity, or a decent choice scarfer Choice Scarf user, or some combination of the aforementioned. It fits well on balanced and bulky offensive teams as part of a momentum core as it supports your teams heavy hitters with status moves or and Volt Switch.

**Hazard Control**: While Rotom-H can run Heavy-Duty Boots, sets using other items are held back by a weakness to Stealth Rock. Spinners or defoggers such as Iron Treads and Scizor make good partners as they can remove hazards and keep up momentum with their pivoting moves.

**Knock off absorbers**: Rotom-H is heavily reliant on its key items - Heavy-Duty Boots or a Choice Scarf - and loses significant utility if it loses its item. It greatly appreciates partners that don't mind switching into Knock Off, like Booster Energy users such as Iron Hands and Scream Tail(I wouldn't consider scream a great knock switch as usually it likes to keep its item, would prefer a dark resist like Clefable or Great Tusk as another example.)

**Wallbreakers or Setup Sweepers** Mentioned it down below a bit but sweepers or wallbreakers that rotom can pivot into or that benefit from rotom either setting screens or tricking items onto opposing walls are valuable teammates.
Checks and Counters
========
**Ground-types**: Ground-types block Rotom-H's momentum generation via Volt Switch and are unaffected by Thunder Wave. Specially offensive ground types such as Landorus and Sandy Shocks are especially dangerous to Rotom-H's team, as they don't mind Will-O-Wisp either and threaten Rotom-H out with their coverage moves.

**Dragon-types**: Dragon-types such as Latios and Gouging Fire resist both of Rotom-H's STAB types, and can proceed to setup in its face or launch their own powerful attacks into Rotom-H.

**Stealth Rock**: Rotom-H is weak to Stealth Rock, so sets lacking Heavy-Duty Boots can be easily worn down throughout the match with Stealth Rock.

**Special Walls**: Rotom-H struggles to break through special walls such as Blissey and Skeledirge due to its moderate Special Attack stat.
I would argue rotom has a decent matchup into these pokemon by luring them in and tricking them a choice item but they probably still belong here
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Written by:
https://www.smogon.com/forums/members/diviniya.618293/
Quality checked by:
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abriel

I’m with you.
is a Community Contributoris a Contributor to Smogon
[overview]
**Draft oOrder**: Round 5 onwards

**Price rRange**: 8-9 Points

**Overview**: Rotom-H sports a unique defensive typing combined with an amazing ability that grants it immunity to Ground-type attacks, making it a decent defensive pivot. Its resistances allow it to switch in on several threats and generate momentum through Volt Switch, or cripple foes with Thunder Wave and Will-O-Wisp. Overheat is a powerful STAB move that dents many of Rotom-H's switchins, but can be a double-edged sword, granting foes a chance to setup on it as it is forced out due to its reduced Special Attack. While its defensive stats are impressive, its low HP stat limits its ability to take on strong attackers, and its ability to recover via Pain Split is unreliable at best. However, its mediocre defensive stats and unreliable recovery via Pain Split makes it vulnerable to being overwhelmed by strong attackers.

[strategy comments]
Common Roles
========
**Defensive Pivot**: Rotom-H leverages its unique defensive profile to switch in to Pokemon it means to check and either generates momentum through Volt Switch or throws out one of its status moves to cripple a foe.

**Choice Attacker**: Rotom-H can be an effective revenge killer when equipped with a Choice Scarf, allowing it to outspeed many foes and hit them with STAB Thunderbolt or Overheat, or generate momentum with Volt Switch. Trick is an excellent option for Choiced sets, allowing it to cripple opposing Pokemon who dislike being locked into one move. However, its vulnerability to Stealth Rock limits the effectiveness of these sets.

Common Moves
========
**Primary STAB moves**: Thunderbolt, Discharge, Overheat

**Setup moves**: Nasty Plot

**Utility moves**: Volt Switch, Thunder Wave, Will-O-Wisp, Pain Split, Trick, Light Screen, Reflect, Foul Play

**Coverage**: Shadow Ball, Hex, Foul Play, Tera Blast

Niche Moves
========
**Electroweb**: Electroweb can be used to slow down foes to allow for a teammate to revenge KO a threat.

**Substitute**:

Common Items
========
**Heavy-Duty Boots**: As Rotom-H is weak to Stealth Rock, Heavy-Duty Boots allow it to switch in to the field while rocks are up to stay healthy.

**Choice Scarf**: A Choice Scarf enables Rotom-H to outspeed many foes and surprise them with an attack, pivot to a teammate with Volt Switch, or cripple them with Trick.

**Leftovers**: Leftovers can be used to gain passive recovery to stay on the field for a longer duration. move everything other than boots to niche

Niche Items
========
**Flame Orb**: Rotom-H can bluff a Choice Scarf set and Trick an opponent a Flame Orb after they switch in. don't think you're ever realistically running this

**Light Clay**: Light Clay extends the duration of dual screens, allowing it to support its teammates for a longer duration.

think specs can be worth a mention in niche, will leave it up to you/qc2 though since i think it's the worst item potentially worth mentioning

Tera
========
Rotom-H makes a great solid secondary Tera Captain by virtue of its ability, Levitate. Tera Steel, Electric, or Poison make great Tera types for defensive sets, making good use of Levitate to rid their weakness to Ground-type attacks . Offensively, Tera Electric is a great option to power up its STAB Thunderbolts and remove its weaknesses to Rock- and Water-type moves. if you're talking about offensive teras where's fairy?
in general think this section is a bit too positive, be sure to be clear about downsides


Draft Strategy
========
Rotom-H is a good fit on teams in need of momentum, with the added benefit of its a ground immunity, a decent choice scarfer, or some combination of the aforementioned. It fits well on balanced and bulky offensive teams as part of a momentum core as it supports your teams heavy hitters with status moves or Volt Switch.

**Hazard Control**: While Rotom-H can run Heavy-Duty Boots, sets using other items are held back by a weakness to Stealth Rock. Spinners or defoggers such as Iron Treads and Scizor make good partners as they can remove hazards and keep up momentum with their pivoting moves.

**Knock off absorbers**: Rotom-H is heavily reliant on its key items - Heavy-Duty Boots or a Choice Scarf - and loses significant utility if it loses its item. It greatly appreciates partners that don't mind switching into Knock Off, like Booster Energy users such as Iron Hands and Scream Tail.

would add wallbreakers, fairy-types/answers to dragon-types, and possibly other pivots

Checks and Counters
========
**Ground-types**: Ground-types block Rotom-H's momentum generation via Volt Switch and are unaffected by Thunder Wave. Specially offensive ground types such as Landorus and Sandy Shocks are especially dangerous to Rotom-H's team, as they don't mind Will-O-Wisp either.

**Dragon-types**: Dragon-types such as Latios and Gouging Fire resist both of Rotom-H's STAB types, and can proceed to setup in its face or launch their own powerful attacks into Rotom-H.

**Stealth Rock**: Rotom-H is weak to Stealth Rock, so sets lacking Heavy-Duty Boots can be easily worn down throughout the match with Stealth Rock. Writing this point about Knock Off explains your point better, since heattom really relies on boots

**Special Walls**: Rotom-H struggles to break through special walls such as Blissey and Skeledirge due to its moderate Special Attack stat.

[credits]
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qc 1/2
 

olivia

bellibolt saleswoman
is a Pre-Contributor
add remove comment
i dont mind the electroweb mention TO BE HONEST
@ me when implemented and i'll give qc2

[overview]
**Draft Order**: Round 5 onwards

**Price Range**: 8-9 Points

**Overview**: Rotom-H sports a unique defensive typing combined with an amazing ability that grants it immunity to Ground-type attacks, making it a decent defensive pivot. Its resistances allow it to switch in on several threats and generate momentum through Volt Switch, or cripple foes with Thunder Wave and Will-O-Wisp. Overheat is a powerful STAB move that dents many of Rotom-H's switchins, but can be a double-edged sword, granting foes a chance to setup on it as it is forced out due to its reduced Special Attack. However, its mediocre modest defensive stats and unreliable recovery via Pain Split makes it vulnerable to being overwhelmed by strong attackers. its defensive stats are a bit better than mediocre imo


[strategy comments]
Common Roles
========
**Defensive Pivot**: Rotom-H leverages its unique defensive profile to switch in to Pokemon it means to check and either generates momentum through Volt Switch or throws out one of its status moves to cripple a foe.

**Choice Attacker**: Rotom-H can be an effective revenge killer when equipped with a Choice Scarf, allowing it to outspeed many foes and hit them with STAB Thunderbolt or Overheat, or generate momentum with Volt Switch. Trick is an excellent option for Choiced sets, allowing it to cripple opposing Pokemon who dislike being locked into one move.

Common Moves
========
**Primary STAB moves**: Thunderbolt, Discharge, Overheat

**Setup moves**: Nasty Plot

**Utility moves**: Volt Switch, Thunder Wave, Will-O-Wisp, Pain Split, Trick, Light Screen, Reflect, Foul Play, Night Shade,

**Coverage**: Shadow Ball, Hex, Tera Blast, Signal Beam, Dark Pulse

Niche Moves
========
**Substitute**: Rotom-H can utilize Substitute to allow it to set up Nasty Plot and break down opposing teams.

**Protect**: good on lefties protect or nasty plot sets or just as a tool to scout in general

Common Items
========
**Heavy-Duty Boots**: As Rotom-H is weak to Stealth Rock, Heavy-Duty Boots allow it to switch in to the field while rocks are up to stay healthy.

Niche Items
========
**Choice Scarf**: A Choice Scarf enables Rotom-H to outspeed many foes and surprise them with an attack, pivot to a teammate with Volt Switch, or cripple them with Trick. move this to common imo

**Leftovers**: Leftovers can be used to gain passive recovery allowing it to stay on the field for a longer duration.

**Light Clay**: Light Clay extends the duration of dual screens, allowing it to support its teammates for a longer duration.

**Eject Pack**: its good! also put this at the top of niche items

**Choice Specs**:
better with tera but definitely still an option

Tera
========
Rotom-H makes a solid secondary Tera Captain by virtue of its ability, Levitate. Tera Steel, Electric, or Poison make great Tera types for defensive sets, making good use of Levitate to rid their weakness to Ground-type attacks . Offensively, Tera Electric is a great option to power up its STAB Thunderbolts and remove its weaknesses to Rock- and Water-type moves, whereas Tera Fairy adds coverage to hit opposing Dragon-types and allow Rotom-H to check them more effectively. Despite having solid potential as a Tera Captain, it is typically an inferior choice to most higher-priced Pokemon on your team, and generally appreciates keeping its typing to check the threats it needs to. can mention that it enjoys having additional coverage from tera blast as it lacks it, also can mention tera fire for a nuke option (I ran it!!) also tera bug lowkey pounds

Draft Strategy
========
Rotom-H is a good fit on teams in need of momentum, with added benefit of its ground immunity. It fits well on balanced and bulky offensive teams as part of a momentum core as it supports your teams heavy hitters with status moves or Volt Switch.

**Hazard Control**: While Rotom-H can run Heavy-Duty Boots, sets using other items are held back by a weakness to Stealth Rock. Spinners or defoggers such as Iron Treads and Scizor make good partners as they can remove hazards and keep up momentum with their pivoting moves.

**Knock off absorbers**: Rotom-H is heavily reliant on its key items - Heavy-Duty Boots or a Choice Scarf - and loses significant utility if it loses its item. It greatly appreciates partners that don't mind switching into Knock Off, like Booster Energy users such as Iron Hands, Roaring Moon, and Great Tusk and Dark resistant Pokemon like Scream Tail, Iron Valiant, and Samurott-Hisui. dont think booster scream tail is being ran too often, this can be reworded or different examples mentioned but i thought it'd be better to expand it a lil

**Fairy-type partners**: Dragon-types take little damage from either of Rotom-H's STAB moves and can easily use it as setup fodder. Fairy-type partners alleviate this weakness and allow Rotom-H to more reliably throw out its STAB or status moves. add examples of fairy types

**Wallbreakers**: Rotom-H appreciates its checks being weakened for its offensive sets to sweep more easily. Strong attacking partners that can break holes in opposing teams are good partners for the oven appliance, such as Palafin and Latios, who are also additionally able to provide momentum via Flip Turn.

Checks and Counters
========
**Ground-types**: Ground-types block Rotom-H's momentum generation via Volt Switch and are unaffected by Thunder Wave. Specially offensive ground types such as Landorus and Sandy Shocks are especially dangerous to Rotom-H's team, as they don't mind Will-O-Wisp either. can maybe mention ting-lu in here or in special walls as its a colossal dbag for rotom to fight
8 SpA Rotom-Heat Overheat vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 93-109 (18 - 21.2%) -- possible 7HKO after Leftovers recovery


**Dragon-types**: Dragon-types such as Latios and Gouging Fire resist both of Rotom-H's STAB types, and can proceed to setup in its face or launch their own powerful attacks into Rotom-H.

**Knock Off**: Without its item, Rotom-H becomes vulnerable to Stealth Rock after losing Heavy-Duty Boots and is unable to provide speed control if it loses its Choice Scarf.

**Special Walls**: Rotom-H struggles to break through special walls such as Blissey and Skeledirge due to its moderate Special Attack stat.
not entirely sure I agree with this cause it just volt switches on them for free

**Faster Water-types**: rotom can't rlly handle stuff like walking wake/gren/bundle despite having super effective coverage
[credits]
Written by:
https://www.smogon.com/forums/members/diviniya.618293/
Quality checked by:
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https://www.smogon.com/forums/members/olivia.620359/
Grammar checked by:
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olivia

bellibolt saleswoman
is a Pre-Contributor
QC2 woo hoo

[overview]
**Draft Order**: Round 5 onwards

**Price Range**: 8-9 Points

**Overview**: Rotom-H sports a unique defensive typing combined with an amazing ability that grants it immunity to Ground-type attacks, making it a decent defensive pivot. Its resistances allow it to switch in on several threats and generate momentum through Volt Switch, or cripple foes with Thunder Wave and Will-O-Wisp. Overheat is a powerful STAB move that dents many of Rotom-H's switchins, but can be a double-edged sword, granting foes a chance to setup on it as it is forced out due to its reduced Special Attack. However, its middling defensive stats and unreliable recovery via Pain Split makes it vulnerable to being overwhelmed by strong attackers.


[strategy comments]
Common Roles
========
**Defensive Pivot**: Rotom-H leverages its unique defensive profile to switch in to Pokemon it means to check and either generates momentum through Volt Switch or throws out one of its status moves to cripple a foe.

**Choice Attacker**: Rotom-H can be an effective revenge killer when equipped with a Choice Scarf, allowing it to outspeed many foes and hit them with STAB Thunderbolt or Overheat, or generate momentum with Volt Switch. Trick is an excellent option for Choiced sets, allowing it to cripple opposing Pokemon who dislike being locked into one move.

Common Moves
========
**Primary STAB moves**: Thunderbolt, Discharge, Overheat

**Setup moves**: Nasty Plot

**Utility moves**: Volt Switch, Thunder Wave, Will-O-Wisp, Pain Split, Trick, Light Screen, Reflect, Foul Play, Night Shade

**Coverage**: Shadow Ball, Hex, Tera Blast

Niche Moves
========
**Substitute**: Rotom-H can utilize Substitute to allow it to set up Nasty Plot and break down opposing teams.

**Protect**: Protect can be useful to gain extra recovery from leftovers and give more time to set up with Nasty Plot, or to scout opponent's moves.

Common Items
========
**Heavy-Duty Boots**: As Rotom-H is weak to Stealth Rock, Heavy-Duty Boots allow it to switch in to the field while rocks are up to stay healthy.

**Choice Scarf**: A Choice Scarf enables Rotom-H to outspeed many foes and surprise them with an attack, pivot to a teammate with Volt Switch, or cripple them with Trick.

Niche Items
========
**Eject Pack**: Eject Pack can be an alternate method of gaining momentum without the use of Volt Switch while simultaneously dishing out a strong STAB Overheat.

**Leftovers**: Leftovers can be used to gain passive recovery, allowing it to stay on the field for a longer duration.

**Light Clay**: Light Clay extends the duration of dual screens, allowing it to support its teammates for a longer duration.

**Choice Specs**: Rotom-H can function as a decent wallbreaker when equipped with Choice Specs, and still retain the ability to cripple a foe by using Trick.

Tera
========
Rotom-H makes a solid secondary Tera Captain by virtue of its ability, Levitate. Tera Steel, Electric, or Poison make great Tera types for defensive sets, making good use of Levitate to rid their weakness to Ground-type attacks(RS). Offensively, Tera Electric or Fire are great options to power up its STAB Thunderbolt and Overheat, whereas Tera Fairy adds coverage to hit opposing Dragon-types and allow Rotom-H to check them more effectively. Despite having solid potential as a Tera Captain, it is typically an inferior choice to most higher-priced Pokemon on your team, and generally appreciates keeping its typing to check the threats it needs to.

Draft Strategy
========
Rotom-H is a good fit on teams in need of momentum, with added benefit of its ground immunity. It fits well on balanced and bulky offensive teams as part of a momentum core as it supports your teams heavy hitters with status moves or Volt Switch.

**Hazard Control**: While Rotom-H can run Heavy-Duty Boots, sets using other items are held back by a weakness to Stealth Rock. Spinners or defoggers such as Iron Treads and Scizor make good partners as they can remove hazards and keep up momentum with their pivoting moves.

**Knock Off Absorbers off absorbers**: Rotom-H is heavily reliant on its key items - Heavy-Duty Boots or a Choice Scarf - and loses significant utility if it loses its item. It greatly appreciates partners that don't mind switching into Knock Off, like Booster Energy users such as Iron Hands, and Dark-resistant Pokemon like Samurott-Hisui, Roaring Moon, and Iron Valiant.

**Fairy-type pPartners**: Dragon-types take little damage from either of Rotom-H's STAB moves and can easily use it as setup fodder. Fairy-type partners such as Primarina and Enamorus alleviate this weakness and allow Rotom-H to more reliably throw out its STAB or status moves.

**Wallbreakers**: Rotom-H appreciates its checks being weakened for its offensive sets to sweep more easily. Strong attacking partners that can break holes in opposing teams are good partners for the oven appliance, such as Palafin and Latios, who are also additionally able to provide momentum via Flip Turn.

Checks and Counters
========
**Ground-types**: Ground-types block Rotom-H's momentum generation via Volt Switch and are unaffected by Thunder Wave. Specially offensive ground types such as Landorus and Sandy Shocks are especially dangerous to Rotom-H's team, as they don't mind Will-O-Wisp either.

**Dragon-types**: Dragon-types such as Latios and Gouging Fire resist both of Rotom-H's STAB types, and can proceed to setup in its face or launch their own powerful attacks into Rotom-H. this one is a tiny bit sus cause they dont rlly want paralysed or tricked I would expand this to actually just be Substitute in general cause rotom cant spam overheat on subs and it cant para/burn either, can keep gouging fire as an example just include other mons you think are notable for running sub

**Knock Off**: Without its item, Rotom-H becomes vulnerable to Stealth Rock after losing Heavy-Duty Boots and is unable to provide speed control if it loses its Choice Scarf.

**Special Walls**: Rotom-H struggles to break through special walls such as Blissey and Skeledirge due to its moderate Special Attack stat.

**Faster Water-types**: Despite having super-effective STAB Electric-type moves, Rotom-H can be overwhelmed by powerful water types like Walking Wake and Iron Bundle who can knock the oven out before it can attack.

[credits]
Written by:
https://www.smogon.com/forums/members/diviniya.618293/
Quality checked by:
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SolarBeam

not on fire (yet)
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1/1, GP Team done

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[overview]
**Draft Order**: Round 5 onwards

**Price Range**: 8-9 Points points

**Overview**: Rotom-H sports a unique defensive typing combined with an amazing ability that grants it immunity to Ground-type attacks, making it a decent defensive pivot. Its resistances allow it to switch in on several threats and generate momentum through Volt Switch (RC) or cripple hinder foes with Thunder Wave and Will-O-Wisp. Overheat is a powerful STAB move that dents many of Rotom-H's switch-ins (AH), but it can be a double-edged sword, granting foes a chance to setup set up on it Rotom-H as it is forced out due to its reduced Special Attack. However, its Unfortunately, Rotom-H's (don't want to contrast a sentence that contrasts itself, especially since you ended on a negative note which you're continuing) middling defensive stats and unreliable recovery via Pain Split makes make it vulnerable to being overwhelmed by strong attackers.


[strategy comments]
Common Roles
========
**Defensive Pivot**: Rotom-H leverages its unique defensive profile to switch in to into Pokemon it means to check and either generates momentum through Volt Switch or throws out one of its status moves to cripple hinder a foe.

**Choice Attacker**: Rotom-H can be an effective revenge killer when equipped with a Choice Scarf, allowing it to outspeed many foes and hit them with STAB Thunderbolt or and Overheat (RC) or generate momentum with Volt Switch. Trick is an excellent option for Choiced Choice item sets, allowing it Rotom-H to cripple hinder opposing Pokemon who that dislike being locked into one move.

Common Moves
========
**Primary STAB moves Moves**: Thunderbolt, Discharge, Overheat

**Setup moves Moves**: Nasty Plot

**Utility moves Moves**: Volt Switch, Thunder Wave, Will-O-Wisp, Pain Split, Trick, Light Screen, Reflect, Foul Play, Night Shade

**Coverage**: Shadow Ball, Hex, Tera Blast

Niche Moves
========
**Substitute**: Rotom-H can utilize Substitute to allow it to set up Nasty Plot and break down opposing teams.

**Protect**: Protect can be useful to gain extra recovery from leftovers Leftovers and give Rotom-H more time to set up with Nasty Plot (RC) or to scout opponent's foes' moves.

Common Items
========
**Heavy-Duty Boots**: As Rotom-H is weak to Stealth Rock, Heavy-Duty Boots allow allows it to switch in to the field while rocks are up to stay healthy when it switches in while Stealth Rock is up.

**Choice Scarf**: A Choice Scarf enables Rotom-H to outspeed many foes and surprise them with an attack, pivot to a teammate with Volt Switch, or cripple them with Trick.

Niche Items
========
**Eject Pack**: Eject Pack can be an alternate method of gaining momentum without the use of Volt Switch while simultaneously dishing out a strong STAB Overheat.

**Leftovers**: Leftovers can be used to gain passive recovery, allowing it Rotom-H to stay on the field for a longer duration.

**Light Clay**: Light Clay extends the duration of dual screens, allowing it Rotom-H to support its teammates for a longer duration (repetition of both structure and duration in-sentence).

**Choice Specs**: Rotom-H can function as a decent wallbreaker when equipped with Choice Specs (RC) and still retain retains the ability to cripple hinder a foe by using Trick.

Tera
========
Rotom-H makes a solid secondary Tera Captain by virtue of its ability, Levitate. Tera Steel, Electric, or and Poison make great Tera types for defensive sets, making good use of Levitate to get rid of their weakness to Ground-type attacks (remove extra space). Offensively, Tera Electric or and Fire are great options to power up its Rotom-H's STAB Thunderbolt and Overheat, whereas Tera Fairy adds coverage to hit opposing Dragon-types and allow Rotom-H to check them more effectively. Despite having solid potential as a Tera Captain, it is typically an inferior choice to most higher-priced Pokemon on your team, and it generally appreciates keeping its typing to check the threats it needs to.

Draft Strategy
========
Rotom-H is a good fit on teams in need of momentum, with bringing the added benefit of its ground Ground immunity. It fits well on balanced balance and bulky offensive offense teams as part of a momentum core, (AC) as it supports your team's (AA) heavy hitters with status moves or and Volt Switch.

**Entry Hazard Control**: While Rotom-H can run Heavy-Duty Boots, sets using other items are held back by a weakness to Stealth Rock. Spinners or defoggers and Defoggers such as Iron Treads and Scizor make good partners, (AC) as they can remove hazards and keep up momentum with their pivoting moves.

**Knock Off Absorbers**: Rotom-H is heavily reliant on its key items—Heavy-Duty Boots or a and Choice Scarf—and loses significant utility if it loses its item. It greatly appreciates partners that don't mind switching into Knock Off, like Booster Energy users such as Iron Hands, and Dark-resistant Pokemon like Samurott-Hisui Hisuian Samurott, Roaring Moon, and Iron Valiant.

**Fairy-type partners Partners**: Dragon-types take little damage from either of Rotom-H's STAB moves combination and can easily use it as setup fodder. Fairy-type partners such as Primarina and Enamorus alleviate this weakness and allow Rotom-H to more reliably throw out its STAB or and status moves.

**Wallbreakers**: Rotom-H appreciates its checks being weakened for its offensive sets to sweep more easily. Strong attacking partners that can break holes in opposing teams are good partners for the oven appliance. (replaced comma with period) such as This includes Palafin and Latios, who which are also additionally able to provide momentum via Flip Turn. (usually want to put examples right after the category, but sentence structure didn't allow for it, so broke it off)

Checks and Counters
========
**Ground-types**: Ground-types block Rotom-H's momentum generation via Volt Switch and are unaffected by Thunder Wave. Specially offensive ground types Ground-types such as Landorus and Sandy Shocks are especially dangerous to Rotom-H's team, as they don't mind Will-O-Wisp either.

**Substitute**: Opposing pokemon Pokemon can block Rotom-H's attempts to status them with a Substitute and take advantage of Special Attack drops from Overheat Overheat's Special Attack drop to use Rotom-H as setup fodder.

**Knock Off**: Without its item, (redundant with rest of sentence) Rotom-H becomes vulnerable to Stealth Rock after losing Heavy-Duty Boots and is unable to provide speed control if it loses its Choice Scarf.

**Special Walls**: Rotom-H struggles to break through special walls such as Blissey and Skeledirge due to its moderate Special Attack stat.

**Faster Water-types**: Despite having super effective (RH) STAB Electric-type moves, Rotom-H can be overwhelmed by powerful water types Water-types like Walking Wake and Iron Bundle who that can knock the oven out before it can attack.

[credits]
Written by:
https://www.smogon.com/forums/members/diviniya.618293/
Quality checked by:
https://www.smogon.com/forums/members/abriel.473082/
https://www.smogon.com/forums/members/olivia.620359/
Grammar checked by:
https://www.smogon.com/forums/members/solarbeam.470115/
 
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