Moves
Move usage- 1
Hydro Pump
96.5% - 2
Thunderbolt
- - 3
Protect
- - 4
Will-O-Wisp
-

Base Stats
Type defenses
Rotom Wash takes damage from each attacking type below.
| Normal | Fire | Water | Electric | Grass | Ice | Fighting | Poison | Ground | Flying | Psychic | Bug | Rock | Ghost | Dragon | Dark | Steel | Fairy |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1x | 1/2x | 1/2x | 1x | 2x | 1/2x | 1x | 1x | 2x | 1/2x | 1x | 1x | 1x | 1x | 1x | 1x | 1/4x | 1x |
Forms / Mega
Battle Data
Learnable Moves
| Move | Type | Category | Power | Accuracy | PP | Description |
|---|---|---|---|---|---|---|
| Charge | - | - | 20 | The user boosts the power of the Electric move it uses on the next turn. This also raises the user’s Sp. Def stat. | ||
| Charge Beam | 50 | 90 | 12 | The user attacks the target with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. | ||
| Confuse Ray | - | 100 | 12 | The target is exposed to a sinister ray that triggers confusion. | ||
| Dark Pulse | 80 | 100 | 16 | The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch. | ||
| Discharge | 80 | 100 | 16 | The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis. | ||
| Double Team | - | - | 16 | By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. | ||
| Eerie Impulse | - | 100 | 15 | The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat. | ||
| Electric Terrain | - | - | 10 | The user turns the ground into Electric Terrain for five turns, powering up Electric-type moves. Pokémon on the ground can no longer fall asleep. | ||
| Electro Ball | - | 100 | 12 | The user hurls an electric orb at the target. The faster the user is than the target, the greater the move’s power. | ||
| Electroweb | 55 | 95 | 15 | The user captures opposing Pokémon in an electric net to inflict damage. This also lowers their Speed stats. | ||
| Endure | - | - | 10 | The user endures any attack with at least 1 HP. This move's chance of failing rises if used in succession. | ||
| Facade | 70 | 100 | 20 | This attack move doubles its power if the user is poisoned, burned, or paralyzed. | ||
| Foul Play | 95 | 100 | 16 | The user turns the target’s power against it. The higher the target’s Attack stat, the greater the damage it deals. | ||
| Helping Hand | - | - | 20 | The user assists an ally by boosting the power of that ally’s attack. | ||
| Hex | 65 | 100 | 12 | This relentless attack does massive damage to a target affected by status conditions. | ||
| Hydro Pump | 110 | 80 | 8 | The target is blasted by a huge volume of water launched under great pressure. | ||
| Hyper Voice | 90 | 100 | 12 | The user lets loose a horribly echoing shout with the power to inflict damage. | ||
| Light Screen | - | - | 20 | A wondrous wall of light is put up to reduce damage from special attacks for five turns. | ||
| Nasty Plot | - | - | 20 | The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk stat. | ||
| Night Shade | - | 100 | 16 | The user makes the target see a frightening mirage. It inflicts damage equal to the user’s level. | ||
| Pain Split | - | - | 20 | The user adds its HP to the target’s HP, then equally shares the combined HP with the target. | ||
| Poltergeist | 110 | 90 | 5 | The user attacks by controlling the target's item. This move fails if the target isn't holding an item. | ||
| Protect | - | - | 12 | This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. | ||
| Rain Dance | - | - | 8 | The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves. | ||
| Reflect | - | - | 20 | A wondrous wall of light is put up to reduce damage from physical attacks for five turns. | ||
| Rest | - | - | 8 | The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. | ||
| Rising Voltage | 70 | 100 | 20 | The user attacks with electricity rising from the ground. This move's power is doubled if the target is on Electric Terrain. | ||
| Round | 60 | 100 | 15 | The user attacks the target with a song. If others use this move, they will act immediately after the initial user, and the power of their Rounds will be boosted. | ||
| Shadow Ball | 80 | 100 | 16 | The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat. | ||
| Sleep Talk | - | - | 12 | While it is asleep, the user randomly uses one of the moves it knows. | ||
| Snore | 50 | 100 | 16 | This attack can be used only if the user is asleep. The harsh noise may also make the target flinch. | ||
| Spite | - | 100 | 12 | The user unleashes its grudge on the move last used by the target by cutting 4 PP from it. | ||
| Stored Power | 20 | 100 | 12 | The user attacks the target with stored power. The more the user’s stats are raised, the greater the move’s power. | ||
| Substitute | - | - | 12 | The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy. | ||
| Sunny Day | - | - | 8 | The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves. | ||
| Thief | 60 | 100 | 20 | The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item. | ||
| Thunder | 110 | 70 | 12 | A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. | ||
| Thunder Shock | 40 | 100 | 30 | Has a chance to paralyze the target. | ||
| Thunder Wave | - | 90 | 20 | The user launches a weak jolt of electricity that paralyzes the target. | ||
| Thunderbolt | 90 | 100 | 16 | A strong electric blast crashes down on the target. This may also leave the target with paralysis. | ||
| Trick | - | 100 | 12 | The user catches the target off guard and swaps its held item with its own. | ||
| Uproar | 90 | 100 | 12 | The user attacks in an uproar for three turns. During that time, no Pokémon can fall asleep. | ||
| Volt Switch | 70 | 100 | 20 | After making its attack, the user rushes back to switch places with a party Pokémon in waiting. | ||
| Will-O-Wisp | - | 85 | 16 | The user shoots a sinister flame at the target to inflict a burn. |