Heat Rotom
Rank #91![]()
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HP
125
Atk
85
Def
127
SpA
125
SpD
127
Spe
106
Total695
Usage Format
Heat Rotom Abilities
All Rotom Forms
| Name | Type | HP | Atk | Def | SpA | SpD | Spe | Total | Wt |
|---|
| 125 | 70 | 97 | 115 | 97 | 111 | 615 | 0.3 | ||
| 125 | 85 | 127 | 125 | 127 | 106 | 695 | 0.3 | ||
| 125 | 85 | 127 | 125 | 127 | 106 | 695 | 0.3 | ||
| 125 | 85 | 127 | 125 | 127 | 106 | 695 | 0.3 | ||
| 125 | 85 | 127 | 125 | 127 | 106 | 695 | 0.3 | ||
| 125 | 85 | 127 | 125 | 127 | 106 | 695 | 0.3 |
Heat Rotom Type Effectiveness
Weak to
Resistant to
Immune to
—
Damaged normally by
Heat Rotom Moves
| Usage | Move | Type | Category | Power | Acc | PP | Prio | Description |
|---|
| 97.6% | Overheat | 130 | 90 | 8 | 0 | Lowers the user’s Sp. Atk stat by 2 stages. | ||
| 63.4% | Volt Switch | 70 | 100 | 20 | 0 | After attacking, the user switches out of battle to be replaced by another party Pokemon. | ||
| 50.9% | Thunderbolt | 90 | 100 | 16 | 0 | Has a 10% chance of paralyzing the target. | ||
| 49.5% | Discharge | 80 | 100 | 16 | 0 | Has a 30% chance of paralyzing targets. | ||
| 35.9% | Will-O-Wisp | — | 85 | 16 | 0 | Burns the target. | ||
| 26.4% | Protect | — | ∞ | 8 | +4 | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | ||
| 24.5% | Trick | — | 100 | 12 | 0 | The user and the target swap their held items. | ||
| 19.4% | Electroweb | 55 | 95 | 16 | 0 | Lowers targets’ Speed stats by 1 stage. | ||
| 6.2% | Shadow Ball | 80 | 100 | 16 | 0 | Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| 3.8% | Thunder | 110 | 70 | 12 | 0 | Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status. | ||
| — | Thunder Shock | 40 | 100 | 20 | 0 | — | ||
| — | Thunder Wave | — | 90 | 20 | 0 | Paralyzes the target. | ||
| — | Night Shade | — | 100 | 16 | 0 | Deals 50 HP of damage. | ||
| — | Double Team | — | ∞ | 16 | 0 | Boosts the user’s evasiveness by 1 stage. | ||
| — | Confuse Ray | — | 100 | 12 | 0 | Confuses the target. | ||
| — | Light Screen | — | ∞ | 20 | 0 | Gives the user’s side the Light Screen status for 5 turns. | ||
| — | Reflect | — | ∞ | 20 | 0 | Gives the user’s side the Reflect status for 5 turns. | ||
| — | Rest | — | ∞ | 8 | 0 | Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full. | ||
| — | Substitute | — | ∞ | 12 | 0 | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. | ||
| — | Thief | 60 | 100 | 20 | 0 | If the user is not already holding an item, it steals the target’s held item. | ||
| — | Snore | 50 | 100 | 16 | 0 | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. | ||
| — | Spite | — | 100 | 12 | 0 | Removes 4 PP from the move last used by the target. | ||
| — | Endure | — | ∞ | 12 | +4 | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | ||
| — | Sleep Talk | — | ∞ | 12 | 0 | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | ||
| — | Pain Split | — | ∞ | 20 | 0 | The user adds its remaining HP to the target’s remaining HP, then splits the total in half for them to share. | ||
| — | Rain Dance | — | ∞ | 8 | 0 | Summons rain for 5 turns. | ||
| — | Sunny Day | — | ∞ | 8 | 0 | Summons harsh sunlight for 5 turns. | ||
| — | Uproar | 90 | 100 | 12 | 0 | The user gains the Uproar status. | ||
| — | Facade | 70 | 100 | 20 | 0 | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. | ||
| — | Charge | — | ∞ | 20 | 0 | Boosts the user’s Sp. Def stat by 1 stage. The user gains the Electric Boost status. | ||
| — | Helping Hand | — | ∞ | 20 | +5 | Boosts the power of an ally’s move by 50% during the turn this move is used. | ||
| — | Hyper Voice | 90 | 100 | 12 | 0 | — | ||
| — | Dark Pulse | 80 | 100 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| — | Nasty Plot | — | ∞ | 20 | 0 | Boosts the user’s Sp. Atk stat by 2 stages. | ||
| — | Charge Beam | 50 | 90 | 12 | 0 | Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage. | ||
| — | Electro Ball | — | 100 | 12 | 0 | The higher the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 40 and 150). | ||
| — | Foul Play | 95 | 100 | 16 | 0 | The damage dealt by this move is calculated using the target’s Attack stat instead of the user’s Attack stat. | ||
| — | Round | 60 | 100 | 16 | 0 | If multiple Pokemon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled. | ||
| — | Stored Power | 20 | 100 | 12 | 0 | This move’s power is increased by 20 for each stage that the user’s stats have been boosted. | ||
| — | Hex | 65 | 100 | 12 | 0 | This move’s power is doubled if the target has a status condition. | ||
| — | Eerie Impulse | — | 100 | 16 | 0 | Lowers the target’s Sp. Atk stat by 2 stages. | ||
| — | Electric Terrain | — | ∞ | 12 | 0 | Turns the entire field into Electric Terrain for 5 turns. | ||
| — | Rising Voltage | 70 | 100 | 20 | 0 | This move’s power is doubled if the target is under the effect of Electric Terrain. | ||
| — | Poltergeist | 110 | 90 | 8 | 0 | This move fails if the target isn’t holding an item. |