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Espeon

In-battle formes

HP:65
Attack:65
Defense:60
Sp. Atk:130
Sp. Def:95
Speed:110
Min (-ve nature, 0 IVs)202
Default256
Max Neutral319
Max Positive350
Max Neutral (+1)478
Max Positive (+1)525
Max Neutral (+2)638
Max Positive (+2)700
Anything Goes
Sweeper350

Strategies

  • en
Written by Josh

Overview

Espeon is the most important Pokemon on Baton Pass teams thanks to a combination of its ability Magic Bounce, formidable power, and decent Speed tier. If you are just looking for a Magic Bounce user and not a full Baton Pass team, use Mega Diancie or Sableye on offense and balance or stall, respectively. With STAB Stored Power backed up by Baton Passed boosts, Espeon can sweep a large portion of teams. Nothing beats it one-on-one once it has set up, but it sometimes finds difficulty doing so due to its reliance on hax and its terrible stats. It also requires heavy team support in order to function and is near useless on its own.

Sweeper

Move 1
  • Stored Power
    + 20 power for each of the user's stat boosts.
    TypePsychic
    CategorySpecial
    Power20 BP
    Accuracy100%
Move 2
  • Dazzling Gleam
    No additional effect. Hits adjacent foes.
    TypeFairy
    CategorySpecial
    Power80 BP
    Accuracy100%
Move 3
Move 4

Moves

Stored Power takes advantage of all of the boosts Espeon's team has Baton Passed to it. Dazzling Gleam is essential coverage for Dark-type Pokemon. Substitute capitalizes on the evasion that is often Baton Passed to Espeon, which allows it to get free Substitutes up. Espeon will also often have numerous defensive boosts, which prevent a large portion of attackers from breaking the Substitute. Baton Pass allows Espeon to continue the Baton Pass chain.

Set Details

Magic Bounce is Espeon's only viable ability, granting it an immunity to Taunt, phazing, and status. Leftovers gives Espeon passive recovery. The given EVs and a Timid nature allow Espeon to be as fast as possible with maximum damage output.

Usage Tips

Early-game, Espeon is used to reflect entry hazards, Taunt, and phazing. Late-game, once your Baton Pass chain is all boosted up, Espeon is used for sweeping. Baton Passing to Espeon against Pokemon such as Klefki and Mega Sableye is a good idea, as it completely walls them. Be careful when bringing Espeon in, as it is often the wincon on Baton Pass teams and if it faints you lose your only way of dealing damage.

Team Options

Espeon only fits on full Baton Pass teams, so teammates that boost Speed, Special Attack, and bulk reliably are essential. Scolipede and Blaziken are excellent options for passing Speed, as they can also pass Attack via Swords Dance.Zapdos is another great teammate for boosting Speed because it also acts as a reliable answer to Mega Rayquaza. Mr. Mime is an excellent team option because it can pass Calm Mind boosts as well as grant an immunity to Perish Song thanks to its ability Soundproof. A defensive booster such as Acid Armor Vaporeon is very important because of all the priority attacks floating around in Anything Goes. Smeargle is a great partner too because it gets stat boosts every turn thanks to Moody, helping Espeon take advantage of Stored Power, and can afford to run any moves it wants. Drifblim pairs well with Espeon, as it is the most viable Evasion passer, getting Minimize, Substitute, Magic Coat, and an excellent defensive typing, allowing it to deal with most Extreme Killers efficiently. Having two Espeon on a team can actually be very useful, giving you a second wincon and leaving more room for error.

Other Options

When using two Espeon, a second Espeon set with no Special Attack investment and instead HP investment can be extremely useful for supporting a team so that you don't need to rely on your wincon to also block status moves and entry hazards.

Checks and Counters

Perish Song: Perish Song is the biggest counter to Baton Pass teams; if the opponent has a Pokemon with Perish Song, Espeon's team can often just lose at Team Preview.

Ditto: If Espeon doesn't have a Substitute up, Ditto can come in, copy all of Espeon's boosts, and Baton Pass to a teammate of choice, which can then potentially countersweep.

Haze: Haze removes all boosts, rendering Espeon completely useless. Luckily, Haze is nearly never seen in Anything Goes.

Psych Up Users: Though uncommon, Psych Up users such as Mega Mewtwo Y, Primal Groudon, and Arceus can easily render Baton Pass useless by copying boosts.

Primal Kyogre: Thunder ignores evasion in rain, which can let Kyogre break Baton Pass early in the game. The chance to paralyze is also annoying. However, if Espeon has had a few Special Defense boosts passed to it, Primal Kyogre loses one-on-one.

Strong Attackers: Strong attackers such as Rayquaza and Life Orb Extreme Killer Arceus are huge threats for Espeon and Baton Pass teams in general, as they threaten to break through boosts and KO Espeon and its teammates before they can finish the Baton Pass chain. However, if Espeon has enough boosts passed to it, it can beat the strong attackers one-on-one.

Credits

Moves

 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
100%
PP
30
Lowers the target's Attack by 1.
 
Power
Accuracy
PP
40
User switches, passing stat changes and more.
 
Power
60
Accuracy
100%
PP
25
30% chance to make the target flinch.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
Accuracy
PP
40
No competitive use.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack by 2.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
50
Accuracy
100%
PP
25
10% chance to confuse the target.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
80
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
Accuracy
PP
5
Prevents moves from affecting the user this turn.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
100%
PP
15
User gains 1/2 HP inflicted. Sleeping target only.
 
Power
40
Accuracy
100%
PP
15
Power increases when used on consecutive turns.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
20
Lowers the target's Sp. Def by 2.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
120
Accuracy
100%
PP
10
Hits two turns after being used.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
100%
PP
40
Lowers the foe(s) Attack by 1.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
PP
5
Cures the user's party of all status conditions.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
140
Accuracy
100%
PP
5
Fails unless each known move has been used.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
Accuracy
PP
15
Bounces back certain non-damaging moves.
 
Power
Accuracy
PP
10
For 5 turns, all held items have no effect.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
Accuracy
PP
5
Heals the user by a weather-dependent amount.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
Accuracy
100%
PP
15
A sleeping target is hurt by 1/4 max HP per turn.
 
Power
Accuracy
PP
10
Swaps Attack and Sp. Atk stat stages with target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
65
Accuracy
100%
PP
20
10% chance to confuse the target.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
80
Accuracy
100%
PP
10
Damages target based on Defense, not Sp. Def.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
20
User cures its burn, poison, or paralysis.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
70
Accuracy
100%
PP
5
Power doubles if an ally fainted last turn.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
100%
PP
15
Lowers the target's accuracy by 1.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
75
Accuracy
100%
PP
15
10% chance to confuse the target.
 
Power
Accuracy
55%
PP
15
Causes the target to fall asleep.
 
Power
Accuracy
PP
10
The user and the target trade Abilities.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
20
Accuracy
100%
PP
10
+ 20 power for each of the user's stat boosts.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
120
Accuracy
100%
PP
10
Hits adjacent Pokemon sharing the user's type.
 
Power
50
Accuracy
100%
PP
35
No additional effect.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
PP
15
For 3 turns, target floats but moves can't miss it.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack and Defense by 1.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
100%
PP
10
User switches its held item with the target's.
 
Power
Accuracy
PP
5
Goes last. For 5 turns, turn order is reversed.
 
Power
Accuracy
PP
5
More power the fewer PP this move has left.
 
Power
Accuracy
PP
10
Next turn, 50% of the user's max HP is restored.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
 
Power
Accuracy
PP
10
Puts the target to sleep after 1 turn.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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