Working through some updates, thank you for your patience! Having a problem? Please give me a shout at cammy@polisheddex.app.

Accent Image to accompany hero

Rotomin Pokémon Heart & Soul

normal

Pokédex Entry

Plasma Pokémon

Its body is composed of plasma and loves to surprise others. One boy's invention led to the development of many machines that can use of Rotom's unique capabilities.

Rotom in Pokémon Heart & Soul

Rotom is #479 in the Pokédex for Pokémon rotom. This page covers its normal typing, base stats, abilities, level-up and TM/HM moves, evolution, and where to find it.

Type
Normal
Dex
#479
Abilities

Not hit by Ground attacks.

Growth Rate
mediumfast
Gender Ratio
Genderless
Egg Groups
amorphous
Hatch Rate
Medium Fast (20 cycles)
Catch Rate
45
pokeball
Poké Ball5.3%
greatball
Great Ball7.5%
ultraball
Ultra Ball8.9%
Base Exp
EV Yield
1 Speed1 SpecialAttack
Wild Held Items
None
Weak To
fighting ×2
Resists
None
Immune To
ghost

How to Obtain

Rotom isn't found in the wild. You'll need to evolve, trade, or breed to get one.

Level Up Moves (12)

TrickLevel: 1psychic
010010
Tricks the foe into trading held items.
AstonishLevel: 1ghost
3010015
Attack that may shock the foe into flinching.
Thunder WaveLevel: 1electric
0020
A weak jolt of electricity that paralyzes the foe.
Thunder ShockLevel: 1electric
4010030
An electrical attack that may paralyze the foe.
Confuse RayLevel: 1ghost
010010
A sinister ray that confuses the foe.
UproarLevel: 8normal
010010
Causes an uproar for 3 Causes an uproar for 2 to 5 turns and prevents sleep.
Double TeamLevel: 15normal
0015
Creates illusory copies to raise evasiveness.
Shock WaveLevel: 22electric
60020
A fast and unavoidable electric attack.
Ominous WindLevel: 29ghost
601005
A repulsive attack that may raise all stats.
SubstituteLevel: 36normal
0010
Creates a decoy using 1/4 of the user's maximum HP.
ChargeLevel: 43electric
0020
Charges power to boost the Electric move used next.
DischargeLevel: 50electric
8010015
Zaps all other {PKMN} with electricity. May paralyze.

TM/HM Moves (31)

Charge Beamelectric
509010TM57
Fires a beam of electricity. May raise Sp. Atk.
Dark Pulsedark
8010015TM79
Attacks with a horrible aura. May cause flinching.
Double Teamnormal
0015TM32
Creates illusory copies to raise evasiveness.
Dream Eaterpsychic
10010015TM85
Takes one half the damage inflicted on a sleeping foe.
Endurenormal
0010TM58
Endures any attack for 1 turn, leaving at least 1HP.
Facadenormal
7010020TM42
Boosts power when burned, paralyzed, or poisoned.
Flashnormal
0020HM05
Looses a powerful blast of light that cuts accuracy.
Frustrationnormal
110020TM21
Attack that is stronger if the Trainer is disliked.
Hidden Powernormal
010015TM10
The type varies with the user.The type and effectiveness vary with the user.
Light Screenpsychic
0030TM16
Wall of light cuts special damage for 5 turns.
Natural Giftnormal
110015TM83
The effectiveness varies with the held Berry.
Protectnormal
0010TM17
Evades attack, but may fail if used in succession.
Psych Upnormal
0010TM77
Copies foe's stat changes and gives to the user.
Rain Dancewater
005TM18
Boosts the power of Water- type moves for 5 turns.
Reflectpsychic
0020TM33
Wall of light cuts physical damage for 5 turns.
Restpsychic
000TM44
The user sleeps for 2 turns, restoring HP and status.
Returnnormal
110020TM27
Attack that increases in power with friendship.
Secret Powernormal
7010020TM43
Attack with effects that vary by location.
Shadow Ballghost
8010015TM30
Hurls a black blob that may lower the foe's Sp. Def.
Shock Waveelectric
60020TM34
A fast and unavoidable electric attack.
Sleep Talknormal
0010TM82
Uses an available move randomly while asleep.
Snatchdark
0010TM49
Steals the effects of the move the target uses next.
Substitutenormal
0010TM90
Creates a decoy using 1/4 of the user's maximum HP.
Sunny Dayfire
005TM11
Boosts the power of Fire- type moves for 5 turns.
Swaggernormal
0015TM87
Confuses the foe, but also sharply raises its Attack.
Thiefdark
01000TM46
While attacking, it may steal the foe's held item.
Thunderelectric
07010TM25
A lightning attack that may cause paralysis.
Thunderboltelectric
010015TM24
A strong electrical attack that may paralyze the foe.
Thunder Waveelectric
0020TM73
A weak jolt of electricity that paralyzes the foe.
Toxicpoison
0010TM06
Poisons the foe with an intensifying toxin.
Will O Wispfire
0015TM61
Inflicts a burn on the foe with intense fire.
Related tools
Use ← → arrow keys to navigate