Competitive Information for Espeon [Diamond/Pearl]

Competitive Pokemon Diamond/Pearl Movesets and Strategies for Espeon espeon
Base Stats for Espeon

Psychic

Abilities:
SynchronizeSynchronize: If another Pokemon burns/poisons/paralyzes this Pokemon, it also gets that status.

Weakness Chart for Psychic-type:
Bug
Dark
Dragon
Electric
Fighting
Fire
Flying
Ghost
Grass
2x
2x
  
  
0.5x
  
  
2x
  
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
  
  
  
0.5x
  
  
  
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for EspeonVisit Serebii's Pokedex for location, breeding, and other game details about EspeonVisit Bulbapedia for more information about Espeon

Movesets for Singles


What is a good competitive moveset for Espeon? These builds have been optimized for Pokemon competing in Diamond/Pearl Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Diamond/Pearl generation metagame.


Common team mates for Espeon in Pokemon Diamond/Pearl:

CloysterPorygon-ZClaydolMismagiusToxicroakTogekissScizorDrapionSwampertClefable


Espeon is an extraordinary Psychic-typed Pokemon. It's super common to find yourself dealing with Espeon when battling in the 4th generation meta. Espeon is weak to Bug, Dark, and Ghost-typed attacks.


Species: Espeon
Item: Choice Specs / Leftovers
Ability: Synchronize
Nature: Timid (+Spe, -Atk)
EVs: 252 SpA / 4 SpD / 252 Spe
Moveset:
- Psychic / Calm Mind
- Shadow Ball
- Grass Knot
- Substitute

Special Sweeper Espeon (Analytic)

Espeon is a decent Special Sweeper. It attempts to take down the opponent's team with high-damaging special attacks. Leftovers are always a great recovery option to ensure Espeon last longer regaining it's life every turn. Choice Specs will increase the damage of Espeon's special moves by 1.5x but will lock you into the first move you pick. With Synchronize, if another pokemon burns/poisons/paralyzes Espeon it also gets that status.

Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Calm Mind is a status move (raises your Espeon's special attack and special defense by 1 stage).
Shadow Ball is a special 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Grass Knot is a special 0-base power Grass-type move (more power the heavier the target).
Substitute is a status move (Espeon takes 1/4 its max hp to put in a substitute).




Species: Espeon
Item: Life Orb / Focus Sash
Ability: Synchronize
Nature: Modest (+SpA, -Atk)
Nature: Timid (+Spe, -Atk)
EVs: 4 Def / 252 SpA / 252 Spe
Moveset:
- Psychic / Psybeam
- Shadow Ball
- Signal Beam
- Hyper Beam

Special Sweeper Espeon (Synchronize)

Espeon is a pretty decent Special Sweeper. It's primary goal is to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Espeon from being one-shotted and allowing it to atleast use a crucial move when brought out. With Synchronize, if another pokemon burns/poisons/paralyzes Espeon it also gets that status.

Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Psybeam is a special STAB-boosted 65-base power Psychic-type move (10% chance to confuse the target).
Shadow Ball is a special 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Signal Beam is a special 75-base power Bug-type move (10% chance to confuse the target).
Hyper Beam is a special 150-base power Normal-type move (Espeon cannot move next turn).




Species: Espeon
Item: Leftovers
Ability: Magic Bounce
Nature: Bold (+Def, -Atk)
EVs: 252 Hp / 148 Def / 108 SpD
Moveset:
- Trick Room
- Baton Pass
- Heal Bell
- Curse

Espeon Double Wall (Cursepass + Tr Setter)

Espeon is a pretty decent Double Wall. It was designed to have enough defenses and bulk to take both physical and special hits. Leftovers are always a great recovery option to ensure Espeon last longer regaining it's life every turn.

Trick Room is a status move (goes last. for 5 turns, turn order is reversed).
Baton Pass is a status move (Espeon switches, passing stat changes and more).
Heal Bell is a status move (cures your Espeon's party of all status conditions).
Curse is a status move (curses if ghost, else -1 spe, +1 atk, +1 def).

Note: This moveset is considered Taunt bait! It is highly recommended you typically have atleast one move that does actual damage!



Movesets for Doubles


What is a good doubles moveset for Espeon? These builds have been optimized for Diamond/Pearl Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Diamond/Pearl generation metagame.


Common team mates for Espeon in Pokemon Diamond/Pearl:

CloysterPorygon-ZClaydolMismagiusToxicroakTogekissScizorDrapionSwampertClefable


Species: Espeon
Item: Life Orb / Focus Sash
Ability: Synchronize
Nature: Modest (+SpA, -Atk)
Nature: Timid (+Spe, -Atk)
EVs: 4 Def / 252 SpA / 252 Spe
Moveset:
- Psychic / Psybeam
- Shadow Ball
- Signal Beam
- Hyper Beam

Doubles Special Sweeper Espeon (Synchronize)

Espeon is a spectacular Special Sweeper. It's primary goal is to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Espeon from being one-shotted and allowing it to atleast use a crucial move when brought out. With Synchronize, if another pokemon burns/poisons/paralyzes Espeon it also gets that status.

Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Psybeam is a special STAB-boosted 65-base power Psychic-type move (10% chance to confuse the target).
Shadow Ball is a special 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Signal Beam is a special 75-base power Bug-type move (10% chance to confuse the target).
Hyper Beam is a special 150-base power Normal-type move (Espeon cannot move next turn).



Movepool


Wondering what moves can Espeon learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Confusion
50
100%
25
10% chance to confuse the target.
Dream Eater
100
100%
15
User gains 1/2 HP inflicted. Sleeping target only.
Future Sight
80
90%
15
Hits two turns after being used.
Grass Knot
--
100%
20
More power the heavier the target.
Hyper Beam
150
90%
5
User cannot move next turn.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Psybeam
65
100%
20
10% chance to confuse the target.
Psychic
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Signal Beam
75
100%
15
10% chance to confuse the target.
Snore
40
100%
15
User must be asleep. 30% chance to flinch target.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Trump Card
--
--
5
More power the fewer PP this move has left.
Bite
60
100%
25
30% chance to flinch the target.
Body Slam
85
100%
15
30% chance to paralyze the target.
Covet
40
100%
40
If the user has no item, it steals the target's.
Cut
50
95%
30
No additional effect.
Dig
80
100%
10
Digs underground turn 1, strikes turn 2.
Double-Edge
120
100%
15
Has 1/3 recoil.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Flail
--
100%
15
More power the less HP the user has left.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Headbutt
70
100%
15
30% chance to flinch the target.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Last Resort
130
100%
5
Fails unless each known move has been used.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Quick Attack
40
100%
30
Usually goes first.
Return
--
100%
20
Max 102 power at maximum Happiness.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Tackle
35
95%
35
No additional effect.
Take Down
90
85%
20
Has 1/4 recoil.
Zen Headbutt
80
90%
15
20% chance to flinch the target.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Baton Pass
--
--
40
User switches, passing stat changes and more.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Charm
--
100%
20
Lowers the target's Attack by 2.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Detect
--
--
5
Prevents moves from affecting the user this turn.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Fake Tears
--
100%
20
Lowers the target's Sp. Def by 2.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Growl
--
100%
40
Lowers the foe(s) Attack by 1.
Heal Bell
--
--
5
Cures the user's party of all status conditions.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Magic Coat
--
--
15
Bounces back certain non-damaging moves.
Mimic
--
--
10
The last move the target used replaces this one.
Morning Sun
--
--
5
Heals the user by a weather-dependent amount.
Nightmare
--
100%
15
A sleeping target is hurt by 1/4 max HP per turn.
Power Swap
--
--
10
Swaps Attack and Sp. Atk stat stages with target.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Sand Attack
--
100%
15
Lowers the target's accuracy by 1.
Skill Swap
--
--
10
The user and the target trade Abilities.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
90%
15
Raises the target's Attack by 2 and confuses it.
Tail Whip
--
100%
30
Lowers the foe(s) Defense by 1.
Tickle
--
100%
20
Lowers the target's Attack and Defense by 1.
Toxic
--
85%
10
Badly poisons the target.
Trick
--
100%
10
User switches its held item with the target's.
Trick Room
--
--
5
Goes last. For 5 turns, turn order is reversed.
Wish
--
--
10
Next turn, heals 50% of the recipient's max HP.
Yawn
--
--
10
Puts the target to sleep after 1 turn.

Combo List


These are a list of several common move combinations Espeon can perform in Diamond/Pearl. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive DP Move and Ability Combos for Espeon

Create a build


Have an idea in mind for Espeon that you'd like to test? Customize the IVs, EVs and their Diamond/Pearl moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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