Edit: If someone else wants to reserve the full analysis, please do. I'm working on too many other things right now. i should be focusing on LC but this is just too good to resist. the below post is correct. Espeon ------ [Overview] Previously overshadowed by Alakazam and other Psychic-types, Espeon now has one of the best abilities in the game: Magic Mirror. This acts like a permanent Magic Coat, which received an upgrade to reflect back almost everything, and is only shared by Natu and Xatu (loads of competition there..). Magic Mirror makes it the perfect switch into many predictable entry hazard users, both preventing them from laying anything down and getting a layer up yourself. Espeon still has great sweeping stats (base 130 SpA/110 Speed), defenses that let it take the odd neutral hit and keep going, and a just about passable movepool, especially with the new Psycho Shock. Magic Mirror instantly makes many otherwise questionable Espeon sets very effective since it can be run alongside all of them. It's not often a good idea to use Espeon as a lead. You are usually much better off switching it into the foe's lead turn 1 and getting some use out of Magic Mirror, then being in the same situation. [SET] name: Black and White's EspyJump move 1: Calm Mind move 2: Psychic move 3: Baton Pass move 4: Substitute item: Leftovers ability: Magic Mirror nature: Timid evs: 252 HP / 80 SpD / 176 Spe Set Description: EspyJump gets a nice boost this generation with Magic Mirror providing plenty of beneficial switches, and Pokemon to set up a Calm Mind or two against. Unlike in the previous two generations, people will be more cautious about switching EspyJump's favorite setup bait (Blissey) into it due to Magic Coat. Psychic is the main option because Blissey and other dedicated special walls pose little to no threat to this set, and the extra power against most foes is helpful more often. The idea of this set is to bluff an offensive set and use the surprise to set up Calm Mind or Substitute as much as possible, then pass away to a recipient who can make good use of them. Additional Comments: The extra bulk on this set helps it switch in more safely against many opponents, and unlike on other sets the investment in bulk does not sacrifice this set's ability to do it's job properly. Teammates & Counters: [SET] name: Calm Mind Attacker move 1: Calm Mind move 2: Psycho Shock / Psychic move 3: Shadow Ball move 4: Hidden Power Fighting item: Life Orb / Leftovers ability: Magic Mirror nature: Timid evs: 4 HP / 252 SpA / 252 Spe Set Description: As with all Espeon sets, Magic Mirror is the main attraction, but this set can provide some decent offensive pressure. Psycho Shock gives you a good weapon against Blissey and provides reliable STAB, but Psychic has 15 more base power and can be used to stop various physical walls like Hippowdon from causing you so much trouble. Shadow Ball covers Psychic types nicely while Hidden Power serves to give you an option to dent Steels. Life Orb makes Espeon a much greater threat quickly, but limits the number of times you can switch it in and attack. Leftovers gives you a little more room to switch into stronger attacks and not have Espeon entirely crippled. Additional Comments: Hidden Power Ground and Grass Knot are viable alternatives to Hidden Power Fighting, the former hits the Steel/Psychics much harder than any other attack while the latter gives you a good hit against various heavy or Grass weak Pokemon. Both leave you more vulnerable to Dark types, especially Sazandora and Tyranitar. Investing more in defensive stats is viable, you can run 80 HP / 252 SpA / 176 Spe to beat the base 100s, or even drop some Special Attack in order to boost Espeon's ability to switch in. Teammates & Counters: Like all Espeon sets, Pokemon who have problems with entry hazards like Urugamosu and Gyarados love to be paired with this. Having a somewhat bulky Fighting type like Machamp, Kerudio, or Roobushin to switch in when the foe brings in a Dark type avoids the need to sacrifice Espeon. Steel types like Jirachi tend to come in a ruin Espeon's fun, but most of them have problems dealing with a Fire Pokemon of your own (who will be very happy to not have to deal with Stealth Rock so often, thanks to Espeon). [Team Options] Pokemon with a severe Stealth Rock weakness or vulnerability to other entry hazards greatly appreciate Espeon's ability to keep them off the field without the preventable and time consuming Rapid Spin. [Optional Changes] [Counters] [Dream World] Espeon's Dream World ability has been released, and the entire analysis is based around it.