Wash Rotom

Wash Rotom

Rank #70ElectricWater

HP
125
Atk
85
Def
127
SpA
125
SpD
127
Spe
106
Total695

Usage Format

Wash Rotom Abilities

All Rotom Forms

Name Type HP Atk Def SpA SpD Spe Total Wt
RotomRotomElectricGhost1257097115971116150.3
Heat RotomHeat RotomElectricFire125851271251271066950.3
Wash RotomWash Rotom
ElectricWater125851271251271066950.3
Frost RotomFrost RotomElectricIce125851271251271066950.3
Fan RotomFan RotomElectricFlying125851271251271066950.3
Mow RotomMow RotomElectricGrass125851271251271066950.3

Wash Rotom Type Effectiveness

Weak to

Ground2×Grass2×

Resistant to

Flying½×Fire½×Water½×Ice½×Steel¼×

Immune to

—

Damaged normally by

Normal1×Fighting1×Poison1×Rock1×Bug1×Ghost1×Electric1×Psychic1×Dragon1×Dark1×Fairy1×

Wash Rotom Moves

Usage Move Type Category Target Power Acc PP Prio Description
95.2%Hydro PumpWaterSpecialSingle1108080—
65.8%Will-O-WispFireStatusSingle—85160Burns the target.
63.3%ThunderboltElectricSpecialSingle90100160Has a 10% chance of paralyzing the target.
46.8%ProtectNormalStatusSelf—∞8+4The 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.
37.5%Volt SwitchElectricSpecialSingle70100200After attacking, the user switches out of battle to be replaced by another party Pokemon.
18.8%ElectrowebElectricSpecialAll Foes5595160Lowers targets’ Speed stats by 1 stage.
12.1%DischargeElectricSpecialAll80100160Has a 30% chance of paralyzing targets.
11.2%Light ScreenPsychicStatusOwn Side—∞200Gives the user’s side the Light Screen status for 5 turns.
9.6%TrickPsychicStatusSingle—100120The user and the target swap their held items.
5.7%ThunderElectricSpecialSingle11070120Has a 30% chance of paralyzing the target. In rain, this move never misses. In harsh sunlight, this move’s accuracy is 50%. This move can hit a target that has the Sky-High status.
—Thunder ShockElectricSpecialSingle40100200—
—Thunder WaveElectricStatusSingle—90200Paralyzes the target. Ground-type Pokemon are unaffected.
—Night ShadeGhostSpecialSingle—100160Deals 50 HP of damage.
—Double TeamNormalStatusSelf—∞160Boosts the user’s evasiveness by 1 stage.
—Confuse RayGhostStatusSingle—100120Confuses the target.
—ReflectPsychicStatusOwn Side—∞200Gives the user’s side the Reflect status for 5 turns.
—RestPsychicStatusSelf—∞80Fully 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.
—SubstituteNormalStatusSelf—∞120The 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. Sound-based moves will hit the user through the substitute.
—ThiefDarkPhysicalSingle60100200If the user is not already holding an item, it steals the target’s held item.
—SnoreNormalSpecialSingle50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
—SpiteGhostStatusSingle—100120Removes 4 PP from the move last used by the target.
—EndureNormalStatusSelf—∞12+4During 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 TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—Pain SplitNormalStatusSingle—∞200The user adds its remaining HP to the target’s remaining HP, then splits the total in half for them to share.
—Rain DanceWaterStatusField—∞80Summons rain for 5 turns.
—Sunny DayFireStatusField—∞80Summons harsh sunlight for 5 turns.
—Shadow BallGhostSpecialSingle80100160Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage.
—UproarNormalSpecialRandom90100120The user gains the Uproar status.
—FacadeNormalPhysicalSingle70100200This 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.
—ChargeElectricStatusSelf—∞200Boosts the user’s Sp. Def stat by 1 stage. The user gains the Electric Boost status.
—Helping HandNormalStatusAlly—∞20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
—Hyper VoiceNormalSpecialAll Foes90100120—
—Dark PulseDarkSpecialSingle80100160Has a 20% chance of making the target flinch.
—Nasty PlotDarkStatusSelf—∞200Boosts the user’s Sp. Atk stat by 2 stages.
—Charge BeamElectricSpecialSingle5090120Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage.
—Electro BallElectricSpecialSingle—100120The higher the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 40 and 150).
—Foul PlayDarkPhysicalSingle95100160The damage dealt by this move is calculated using the target’s Attack stat instead of the user’s Attack stat.
—RoundNormalSpecialSingle60100160If 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 PowerPsychicSpecialSingle20100120This move’s power is increased by 20 for each stage that the user’s stats have been boosted.
—HexGhostSpecialSingle65100120This move’s power is doubled if the target has a status condition.
—Eerie ImpulseElectricStatusSingle—100160Lowers the target’s Sp. Atk stat by 2 stages.
—Electric TerrainElectricStatusField—∞120Turns the entire field into Electric Terrain for 5 turns.
—Rising VoltageElectricSpecialSingle70100200This move’s power is doubled if the target is under the effect of Electric Terrain.
—PoltergeistGhostPhysicalSingle1109080This move fails if the target isn’t holding an item.